ok this is crude, but cool. its for my mod but i tweaked it to work with a maxim. use the attached jpeg texture, because the game doiesnt have one that looks good with the effect.
#Global Hooks
$GameInit:
[
hypacstex = gr.loadTexture("hypacs")
nullvec = ma.newVector(0,0,0)
]
$Simulation:
[
ft = ba.getFrametime()
for i=1, mn.getNumWeapons() do
weapon = mn.getWeaponByIndex(i)
local name = weapon.Class.Name
if name == "Maxim" then
for i=1, 20 do
local vel = weapon.Orientation:unrotateVector(ma.newVector(math.sin(i*18*0.01745)*0.5,math.cos(i*18*0.01745)*0.5,100))
local zadd = weapon.Orientation:unrotateVector(ma.newVector(0,0,i*1.6-1))
ts.createParticle(weapon.Position+zadd,vel,2,0.4,"Bitmap",-1,false,hypacstex)
end
end
end
]
#End
anyway its a crude rip of the q2 railgun effect. its slow and not quite smooth. what i want to know is if the effect can done in c code (better than mine of course). it could fairly easily be added as an option for particle spew as it can run on the same basic parameters. maybe add a new $type: paramater as an option to the existing particle spew where you can specify string valuse for optional effects, like this spiral and maybe others as well. it could use the same $count: $time: $velocity: $radius: $life: and $bitmap: parameters. $scale, which usually determines the scatter of particles, could designate the radius of the spiral. perhaps other special paramaters, such as $helix length: could designate how long a full 360 is. plus it could set the groundwork for additional pspew types.
*edit* added my texture cause the maxim one makes my effect suck. btw why cant we attach dds files?
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