![]() ![]() If it was skins, I can understand an output fired when he dies that changes his skin, but it's not a skin. I've managed to do this using a skin for the body that is used when my character dies via hammer, but for every NPC in the map it gets a bit complicated. Also I'd prefer to use skins for other stuff. When ragdolls hit a surface or get shot, the blood particle comes out instead of just putting a blood decal on the models like in HL2. For instance, if I blew up a marine with a grenade (assuming he doesn't gib) his corpse flies up, and when it hits the floor the blood particle comes out where it hits. From there I can crowbar it or whatever and it'll do particle blood. Also where it hits it puts a decal on the world. When a corpse comes to rest, a pool of blood will start to grow under its corpse. There's about 2 or 3 different blood textures layered on each other all growing at separate rates from the centre of the body's final position. From here the corpse can be moved, shot, gibbed or whatever, but the pool of blood remains. A new one won't appear, it'll just spray particles and do the decals as mentioned in 2. I assume this is just a decal, but I don't know, on a sloped surface the blood can be floating and it can go through the slope as if it's a model facing up or it can't be angled or something. Muzzle flashes on weapons, both world and view models. I know this is done in the qc with attachments and all that, but mine either show up at world origin or don't show up, but they're fine if I use an info_particle_system (this is for view models). ![]()
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