| Note: This tutorial
assumes you already have the basics of a level, ie. a hollowed box and
a player start inside it. =]
Step 1:
| Add a Target\Splash
entity. Open up it's properties, you'll see a window like the one on the
right. Enter a value of 1 in the sounds field. This is so
the game knows to play the spark sound when it activates. The count
field is where you specify how many particles your spark will consist of.
A value of 50 is a decent sized spark. In the spawnflags
pulldown menu you want to select sparks. You'll notice that there
are some other options such as blood, water, and lava. These settings allow
you to get rather creative with this entity. For instance, you could have
a busted pipe spurting water or a rather gruesome dead body spurting blood.
The last thing you need to do here is give it a targetname that
we will use in the next step. |
|
______________________________________Step
2:
|
|
Now, in order
for the Splash entity to function, we need to tell it when to activate.
Add a Func\Timer entity and goto it's properties. The wait
field is where you enter the time in seconds that the Splash entity should
wait before activating again. The delay field is the time in seconds
that it waits after being activated. The pausetime field is the
time in seconds that it waits before activating when you first enter the
level. In the spawnflags pulldown menu check Start on so
that the Timer will start when the level is started. And finally, enter
the targetname of the Splash entity in the target field so
that the Timer knows to affect it. |
That's it! Go set off some sparks! |