you all know what i mean yes of course it is fakeable with operators and spawners etc but it would either look to ugly or to use too much resource
see default explosion generator
i think how it may look like maybe adding some few duplicates one is the ,,master" and the other is the ,,slave" like 2 Textures one for the trail and one for the uh trail spawner or how you name it
Like the dirt chunks followed with smoke that i mean it would be pretty neat if you could add support for it
well i mean one for Weapons and if you fake it with weapon pieces you cant really controll it and i am asking if it would be possible that CEG gets the possible to do it and not exclusive for default explosion generator
Which is exclusive to default effect generator and therefor i ask an request to make it for custom explosion generator be avaible to
and if possible also affectedbywind tag wich would be good also. I am aware that you can fake it with Operators but this is not what i am looking for because it is trendedous to be ugly or resource eating
it could maybe look like something this
MasterParticle=X; you can use that variable only on its own effect and like [ParticleA] { ...} and not outside because of conflict spawnrate=X(in second); how often should the particle be spawned
@Knorke: oh i think i expressed my self wrongly i mean for Explosion caused by projectiles not cegtag
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