// SRS 9/2/2008: only using one particle now per Barry's request; // modified to be able to turn particle off self.fx_eye_glow = Spawn( "script_model", self GetTagOrigin( linkTag ) ); self.fx_eye_glow.angles = self GetTagAngles( linkTag ); self.fx_eye_glow SetModel( fxModel ); self.fx_eye_glow LinkTo( self, linkTag );
// TEMP for testing //self.fx_eye_glow thread maps\_debug::drawTagForever( fxTag );
// Called when either the Zombie dies or if his head gets blown off zombie_eye_glow_stop() { /* if( IsDefined( self.fx_eye_glow ) ) { self.fx_eye_glow Delete(); level._numZombEyeGlows --; }
self haseyes(0);*/ }
and replace it with this code!
Code Snippet
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// Called when either the Zombie dies or if his head gets blown off zombie_eye_glow_stop() { if( IsDefined( self.fx_eye_glow ) ) { self.fx_eye_glow Delete(); } }
Title: Re: Glowing zombie-eyes
Post by: MakeCents on May 22, 2014, 08:59:38 pm
// Called when either the Zombie dies or if his head gets blown off zombie_eye_glow_stop() { if( IsDefined( self.fx_eye_glow ) ) { self.fx_eye_glow Delete(); } }
and replace it with this code!
Code Snippet
Plaintext
// Called when either the Zombie dies or if his head gets blown off zombie_eye_glow_stop() { /* if( IsDefined( self.fx_eye_glow ) ) { self.fx_eye_glow Delete(); level._numZombEyeGlows --; }
self haseyes(0);*/ }
I think you have these backwards?
Title: Re: Glowing zombie-eyes
Post by: InFInIX on May 23, 2014, 03:06:04 pm