launch_projectile

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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fingermouse
Posts: 26
Joined: Tue Mar 21, 2006 1:25 pm

launch_projectile

Post by fingermouse »

hi, so ive tried to making lighting travel between two set points, ive established how i am going to do and have been able to craete a working trigger which plays the sound but the lightning animation i need is not the one from the DEF file,
Could not find entityDef 'effects/weapons/lightninggun/muzzleflash.fx' for launch projectile target 'target_launchprojectile_1'

I beleive that there is another path i should use, but i cant find it, when i select the projectile to launch option, i can only choose from , sounds, skins, models and gui, the animation i require is not in any of these catagories, can anyone assist in providing the lightning animation path?
fingermouse
Posts: 26
Joined: Tue Mar 21, 2006 1:25 pm

Post by fingermouse »

oh yer, im using Q4 editor
4days
Posts: 5465
Joined: Tue Apr 16, 2002 7:00 am

Post by 4days »

haven't used the q4 editor, but would guess that the easiest way to achieve the effect of painful lightning travelling between two points would be with a shaded brush and a trigger_hurt (do they still have those in q4?). both of these could be toggled/timed on and off. the lightning itself might be better as a triggered shader rather than being plastered on a func_door.

if the lightning is going to be on continuously, then you would just need a shaded brush and the trigger_hurt. if the lightning doesn't need to hurt anyone, then all you need is a shader.

trigger_projectile is only useful for um, triggering projectiles.
fingermouse
Posts: 26
Joined: Tue Mar 21, 2006 1:25 pm

Post by fingermouse »

lol, thanks for the info, i figured it out anyway, everything to work the way i want, a nice tip tho, thanks 4 days
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