Well, I did:
PipeBombProjectile::onAdd(%this)
{
blah blah blah
}
In a package, but it didn't work. Maybe I'll try ProjectileData::onAdd(%this).
But anyways, I had Absoultion put an armature on the fuse in the model called "emitterPoint" and here's my code:
stateName[1] = "Ready";
stateSound[1] = "FuseBurning";
stateEmitter[1] = "FuseSparkParticleEmitter";
stateEmitterNode[1] = "emitterPoint";
stateEmitterTime[1] = 0.7;
stateTransitionOnTriggerDown[1] = "Charge";
I don't know why it doesn't emit it. Any ideas?
Well, it does emit, but I need to fix it :( How do I make the emitter loop?