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#29 PARTICLES: /amf_part_blood 1 doesn't work when hitting enemy with shaft

3.0
open-accepted
nobody
AMFQuake (26)
3
2018-09-20
2004-09-03
Anonymous
No

Set gl_part_blood 0, and then you can see the old
glquake blood when shafting. Or set gl_part_blood 1 and
amf_part_blood_color 3, then amf blood should be
green, and you can see green blood when shoting with
eg. shotgun, but red blood (that is gl_part_blood) when
shafting.

Discussion

  • Anonymous

    Anonymous - 2004-09-03
    • priority: 5 --> 3
    • status: open --> open-accepted
     
  • Anonymous

    Anonymous - 2004-09-08
    • milestone: --> minor bug
     
  • Jawn

    Jawn - 2004-10-03

    Logged In: YES
    user_id=1126847

    In QW, there are 2 types of blood. One is called TE_BLOOD in
    the source, and is used for just about everything. Everything
    except LG tho, where TE_LIGHTNINGBLOOD is used. The cvars
    you are toggling must only modifiy TE_BLOOD.

     
  • disconnect

    disconnect - 2005-05-08

    Logged In: YES
    user_id=1116902

    Use r_lgbloodcolor
    213 - blue
    111 - yellow
    79 - green

    Should we made r_lgbloodcolor work with RGB colors?
    Close this bug?

     
  • dimman

    dimman - 2013-12-03
    • Group: minor bug --> 3.0
     
  • meag

    meag - 2018-09-20
    • summary: /amf_part_blood 1 doesn't work when hitting enemy with shaft --> PARTICLES: /amf_part_blood 1 doesn't work when hitting enemy with shaft
     
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