Author Topic: How to put emitters on weapons?  (Read 763 times)

The thing is, that the emitter must be showing once I scroll to this item and must not stop flashing.
Is it just something in the script, or do I need to add a joint to the model?

Please help me.

It is in the script, unless you want it to be away from muzzlePoint, in which case you need to add a joint and rename it. In the script, type the name of the joint in the correct spot. Check the Weapon_Lightning script for help.

And where can I get the weapon_lightning? I've checked these forums and wanted to take a look at the RTB Archives, but they don't seem to work.


Code: [Select]
stateName[1]                     = "Ready";
stateTransitionOnTriggerDown[1]  = "Fire";
stateTimeoutValue[1]    = 0.04;
stateTransitionOnTimeout[1]    = "Ready";
stateWaitForTimeout[1]    = true;
stateAllowImageChange[1]    = true;
stateEmitter[1]    = flamerGasEmitter;
stateEmitterTime[1]    = 0.07;
There's an example of how to do that, from the TF2 Flamethower. The important things are the stateEmitter parts and constant relay back to the state "Ready" when not firing.

There's an example of how to do that, from the TF2 Flamethower. The important things are the stateEmitter parts and constant relay back to the state "Ready" when not firing.
Ohoho, thank you, good man.

So I just replace this with the stateSequence[1] and rename the emitter to fire A and it should work?

« Last Edit: December 06, 2010, 11:41:16 AM by Barakuda »

Ooh thanks. This really helps me a lot. Also works with projectiles, don't know about the world model yet. (The model when the item is spawned on a brick.)

Edit: How do you add emitter to the world model?
« Last Edit: December 13, 2010, 11:14:36 AM by Demian »

Edit: How do you add emitter to the world model?
I hope we find out soon :3

EDIT: I assume the thing is a pretty much the same with adding lights?

I hope we find out soon :3

EDIT: I assume the thing is a pretty much the same with adding lights?
Which is how?

Which is how?

There's an example of how to do that, from the TF2 Flamethower. The important things are the stateEmitter parts and constant relay back to the state "Ready" when not firing.