Particles in RTS Kit?
by James Dunmow · in RTS Starter Kit · 12/09/2004 (1:30 pm) · 4 replies
Are particles working in the RTS Kit? Noticed the scripts that used to do the job aren't where they are in stock Torque. Gonna go and try to get them working again. Has the particle system been removed? If so, why? And has anyone else gotten it working again that might have any handy tips before I get my hands too dirty ;)
Thanks in advance.
Thanks in advance.
#2
12/09/2004 (2:18 pm)
Particles ARE in the RTS kit. The particle editor is not. This just because they were originally in the FPS starter kit, which was a stupid place for them. This will be fixed at a later date.
#3
12/09/2004 (2:23 pm)
@Pat: thanks for the clarification, was what I meant but definitely not what I said. Sorry :(
#4
or you can specifially scope each particlenode to each client in script which is slow =(
PS the ediotr works to a degree but can be ported over
12/09/2004 (2:31 pm)
Make theparticlenodeemitter mask ghostable and always scoped and then everyone can see the particles =) or you can specifially scope each particlenode to each client in script which is slow =(
PS the ediotr works to a degree but can be ported over
Torque 3D Owner Stephen Zepp
1) It was accidentally left out of the repository that RTS SK was built from at GG,
2) Anthony Rosenbaum got it back in from stock 1.3 without too much trouble at all,
3) GG may (time permitting) have it back in the next installer release.
These should all be considered gossip please until the appropriate parties confirm!