Code: Select all
main()
{
maps\mp\_load::main();
//maps\mp\mp_testzor_fx::main();
level._effect["explosions"] = loadFX("explosions/dragon_spawn");
//maps\mp\_fx::loopfx("explosions", (80, 80, 0), 3); this was tested, without the trigger_explosion function, and worked, although it obviously just looped the effect instead of playing it once like i am trying to do...i have tried the func OneShotFX() as well, didn't work
ambientPlay("ambient_backlot_ext");
game["allies"] = "sas";
game["axis"] = "spetsnaz";
game["allies_soldiertype"] = "desert";
game["axis_soldiertype"] = "desert";
setdvar( "r_specularcolorscale", "1" );
setdvar("r_glowbloomintensity0",".25");
setdvar("r_glowbloomintensity1",".25");
setdvar("r_glowskybleedintensity0",".3");
setdvar("compassmaxrange","1800");
thread trigger_explosion();
//thread vehicle();
trigger_explosion()
{
trigger = GetEnt("trigger_radius", "targetname");
while(1)//infinite loop =( sad face
{
trigger WaitTill("trigger", player);
if(player IsTouching(trigger) && player UseButtonPressed())
{
//fx = LoadFX("explosions/dragon_spawn");
//org1 = (80,80,0); These are all products of failed attempts...there were others that got deleted, although the problem might be somewhere else
//maps\mp\_fx::OneShotfx("explosions",(80,80,0), 3);
//PlayFX("dragon_spawn");
//maps\mp\_fx::loopfx("explosions", (80, 80, 0), 3);
PlayFX(dragon_spawn);
}
}
}
//return o; ?? lol don't think so !
}