Ads keep us online. Without them, we wouldn't exist. We don't have paywalls or sell mods - we never will. But every month we have large bills and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3

Custom particle effect applied to all models

A Forum Thread for Team Fortress 2

No ads for members. Membership is 100% free. Sign up!

My custom particle effect is showing up on all models. Does anyone know a way to make it just appear for the soldier?

Alright, so I've made a little bit more progress with the models I'm working on. I have figured out how to use valve's particle system and made a custom particle effect for my soldier model. The problem I'm having now, is that after I have declared the particle effect in the .qc file, compile and boot up TF2, the effect is applied to all the models. I find this weird because I have not added the effect to the other models' .qc files, and if I comment it out in the .qc of the soldier, the effect stops for all models. As it stands now, the only solution I can see to this is to add the effect to the weapon .qc files. I would rather avoid doing that though as it would be a huge hassle to decompile and add it to all the weapons that the solider uses. Here is where I have declared it in my .qc $attachment "magic" "magic_bone" 0.00 5.00 1.3 rotate 0.00 0.00 0.00 $keyvalues { particles { effect { name "unicorn_Twilight_magic" attachment_type follow_attachment attachment_point "magic" } // } } What do y'all think could be causing it to show up on all the models? Does anyone know a way I can make it class specific? Thanks for all the help so far!
Sign up to access this!
  • RandomPerson78642 avatar
    RandomPerson78642 username pic Joined 7y ago
    Offline
    4,319 points Ranked 1604th
    15 medals 1 legendary 2 rare
    • Reached 100 subscribers Medal icon
    • Reached 50 subscribers Medal icon
    • 6 years a member Medal icon
    • Tutorial Contest Entrant Medal icon
    • Reached 1,000 Points Medal icon
    • Reached 2,500 Points Medal icon
    access_time 7y
    Persistent little bugger aren't you? Although I may be wrong again, my current viewpoint is that you must indeed decompile all the models you need. Mass hex editing won't work.
    URL to post:
  • Kobalt Kitsune avatar
    Kobalt Kitsune Joined 7y ago
    Offline
    106 points Ranked 68124th
    access_time 7y
    > **Posted by SergeantJoe** > Persistent little bugger aren't you? > > Although I may be wrong again, my current viewpoint is that you must indeed decompile all the models you need. Mass hex editing won't work. Yes, I thought of that too. I tried adding it to one of the weapon models (i.e. the cow mangler), but it had the same effect as adding it to the soldier's .qc. I spent a little more time trying to figure out what was wrong yesterday, and found out a little more about the problem. See, when I have the effect applied to the soldier model, and I select that class in game, I see my custom particle effect as expected. However, if I decided to change classes, (e.g. let's say to the pyro) the particle effect will carry over to that class. I need to find a way to make the effect only show up on the soldier. Now, I could do that if I was able to use an if statement in the .qc, but I haven't found much documentation on the quake file syntax. Currently, I am trying to adjust the life of the particle in valve's particle editor, but that will only make it stay on the screen for a certain amount of time-- regardless of the class.
    • Agree x 1
    1101
    URL to post:

Embed

Share banner
Image URL
HTML embed code
BB embed code
Markdown embed code

Author

Kobalt Kitsune avatar
Kobalt Kitsune Joined 7y ago
Offline
106 points Ranked 68124th
Kobalt Kitsune
Sign up to access this!
Sign up to access this!
Sign up to access this!

Game

Sign up to access this!

Category

Attributes

Miscellaneous

Share

  • Share on Reddit
  • Share on Twitter
  • Share on Facebook
  • 0
  • 3.5k
  • 2
  • 7y

More from Submitter

More Help Threads