Author Topic: Help me make and understand Player Trails  (Read 593 times)

^^^ kind of in a Playertype or some stuff

Need more of a description for what you want.

There a few things you can do:
+ Mount images to a player and make the image never end (making a loop in the states)
+ Particle node emitters (not sure if you can mount them, but you can put them in a loop to follow players)

Mount images to a player and make the image never end (making a loop in the states)
That is what i want

That is what i want
You can make a datablock like:
datablock ShapeBaseImageData(SomePlayerImage)
{
   stateName[0]            = "Ready"; //This is usually first
   stateTransitionOnTimeout[0]      = "loopStart"; //Name of the state you want to go to next
   stateTimeoutValue[0]         = 0.1; //Seconds for it to go to the next part of the loop

   stateName[1]            = "loopStart"; //Name of the state, not sure if you can't put spaces in it or things like that
   stateTransitionOnTimeout[1]      = "loopEnd"; //Name of the state you want to go to next
   stateTimeoutValue[1]         = 0.1;
   stateEmitter[1]            = ""; //Your emitter datablock here
   stateEmitterTime[1]         = 1; //Time for the emitter to last, can be short, or long. This is in seconds.
   
   stateName[2]            = "loopEnd";
   stateWaitForTimeout[2]         = 0;
   stateTransitionOnTimeout[2]      = "loopStart";
   stateEmitterTime[2]         = 1;
   stateEmitter[2]            = "";
   stateTimeoutValue[2]         = 1;
   
   //Rest of datablock code here - See other images such as the tf2 medic health image stuff
};


This isn't intended for copying, it is just an example of what you can do for an emitter. To mount it, of course, %playerObject.mountImge(ImageNameOrImageID);