Hi,
I've encounter some problem with my particle effects. The first time I would hit my bottle points object then, play some particle effects the bitmap stucked for a second then it would play the sprite animation bitmap. I believe the sprite animation bitmap should be loaded first in the memory.. but I don't know how to??
Here's some code snippet:
bottlePts.c
STRING* bmp_waterExplosion = "WaterExplode+12.tga";
//--------------------------------------------------------------------
// Action: Bottle 50 pts.
//--------------------------------------------------------------------
action act_botle50pts()
{
var bottle_animpercent = 0;
my.IDBottle = 1;
set(my, POLYGON | LIGHT);
my.emask = ENABLE_IMPACT;
my.event = event_bottle;
...
}
//--------------------------------------------------------------------
// Event: event_bottle
//--------------------------------------------------------------------
function event_bottle()
{
VECTOR tempV;
VECTOR vecTemp;
var tempSec = 0;
var tempCorrSec = 0;
if(EVENT_IMPACT == event_type)
{
....
ent_createlocal(bmp_waterExplosion, my.x, WaterExplosionEffect);
ent_remove(my); //remove bottle
}
}
I'm looking also with the functions:
bmap_preload(bmap) - but I'm not sure how would I convert from BMAP* to String*.
ent_preload(Entity*)- this should be done probably in the main script but the entity should be created in the event in which I could play the entity function for effects
argh! I'm still confused.... Any advised how should I do it?
Thanks