Set they key for "fx_collide" in the decl of the moveable.
e.g.
Code:
entityDef moveable_mygib {
"inherit" "moveable_base"
"fx_collide" "fx/bloodsplat"
}
// separate gib entities.
entityDef my_gib {
"inherit" "moveable_mygib"
"model" "models/gib_model.lwo"
"density" "0.05"
"friction" "0.1"
"bouncyness" "0.2"
"nonsolid" "1"
"nodrop" "0"
"snd_bounce" "ragdoll_impact"
}
interesting, this could be done to every corpse so that when they impact they leave a bloodsplat behind.
Set they key for "fx_collide" in the decl of the moveable.
e.g.
Code:
entityDef moveable_mygib {
"inherit" "moveable_base"
"fx_collide" "fx/bloodsplat"
}
// separate gib entities.
entityDef my_gib {
"inherit" "moveable_mygib"
"model" "models/gib_model.lwo"
"density" "0.05"
"friction" "0.1"
"bouncyness" "0.2"
"nonsolid" "1"
"nodrop" "0"
"snd_bounce" "ragdoll_impact"
}
interesting, this could be done to every corpse so that when they impact they leave a bloodsplat behind.