#Global Hooks $Simulation: [ if missioninit == nil then -- // MISSION INIT // -- remember to //LOAD ALL// the required graphic files! anitexture01 = gr.loadTexture("sf_cl2_aniparticle_0000") anitexture02 = gr.loadTexture("sf_cl2_aniparticle_0001") anitexture03 = gr.loadTexture("sf_cl2_aniparticle_0002") anitexture04 = gr.loadTexture("sf_cl2_aniparticle_0003") anitexture05 = gr.loadTexture("sf_cl2_aniparticle_0004") anitexture06 = gr.loadTexture("sf_cl2_aniparticle_0005") anitexture07 = gr.loadTexture("sf_cl2_aniparticle_0006") anitexture08 = gr.loadTexture("sf_cl2_aniparticle_0007") anitexture09 = gr.loadTexture("sf_cl2_aniparticle_0008") anitexture10 = gr.loadTexture("sf_cl2_aniparticle_0009") anitexture11 = gr.loadTexture("sf_cl2_aniparticle_0010") anitexture12 = gr.loadTexture("sf_cl2_aniparticle_0011") anitexture13 = gr.loadTexture("sf_cl2_aniparticle_0012") anitexture14 = gr.loadTexture("sf_cl2_aniparticle_0013") anitexture15 = gr.loadTexture("sf_cl2_aniparticle_0014") anitexture16 = gr.loadTexture("sf_cl2_aniparticle_0015") anitexture17 = gr.loadTexture("sf_cl2_aniparticle_0016") anitexture18 = gr.loadTexture("sf_cl2_aniparticle_0017") anitexture19 = gr.loadTexture("sf_cl2_aniparticle_0018") anitexture20 = gr.loadTexture("sf_cl2_aniparticle_0019") anitexture21 = gr.loadTexture("sf_cl2_aniparticle_0020") anitexture22 = gr.loadTexture("sf_cl2_aniparticle_0021") anitexture23 = gr.loadTexture("sf_cl2_aniparticle_0022") anitexture24 = gr.loadTexture("sf_cl2_aniparticle_0023") anitexture25 = gr.loadTexture("sf_cl2_aniparticle_0024") anitexture26 = gr.loadTexture("sf_cl2_aniparticle_0025") anitexture27 = gr.loadTexture("sf_cl2_aniparticle_0026") anitexture28 = gr.loadTexture("sf_cl2_aniparticle_0027") anitexture29 = gr.loadTexture("sf_cl2_aniparticle_0028") anitexture30 = gr.loadTexture("sf_cl2_aniparticle_0029") anitexture31 = gr.loadTexture("sf_cl2_aniparticle_0030") anitexture32 = gr.loadTexture("sf_cl2_aniparticle_0031") anitexture33 = gr.loadTexture("sf_cl2_aniparticle_0032") anitexture34 = gr.loadTexture("sf_cl2_aniparticle_0033") anitexture35 = gr.loadTexture("sf_cl2_aniparticle_0034") anitexture36 = gr.loadTexture("sf_cl2_aniparticle_0035") anitexture37 = gr.loadTexture("sf_cl2_aniparticle_0036") anitexture38 = gr.loadTexture("sf_cl2_aniparticle_0037") anitexture39 = gr.loadTexture("sf_cl2_aniparticle_0038") anitexture40 = gr.loadTexture("sf_cl2_aniparticle_0039") anitexture41 = gr.loadTexture("sf_cl2_aniparticle_0040") anitexture42 = gr.loadTexture("sf_cl2_aniparticle_0041") anitexture43 = gr.loadTexture("sf_cl2_aniparticle_0042") anitexture44 = gr.loadTexture("sf_cl2_aniparticle_0043") anitexture45 = gr.loadTexture("sf_cl2_aniparticle_0044") -- define nullvec nullvec = ma.newVector(0,0,0) missioninit = 1 end -- // PER FRAME // Simulation -- get the proper weapons for i = 1,mn.getNumWeapons() do frametime = ba.getFrametime() weapon = mn.getWeaponByIndex(i) weaponname = weapon.Class.Name if weaponname == "Charged Laser II" then lifetime = weapon.LifeLeft -- set //LENGHT OF THE ANIMATION // anilenght = 1.8 -- calculates the required frame number modulolife = math.mod(lifetime,anilenght) remntlife = modulolife / anilenght -- //ADD MORE// if additional frames are required remntlife = 45 * remntlife if remntlife > 44 then anitexture = anitexture01 elseif remntlife > 43 then anitexture = anitexture02 elseif remntlife > 42 then anitexture = anitexture03 elseif remntlife > 41 then anitexture = anitexture04 elseif remntlife > 40 then anitexture = anitexture05 elseif remntlife > 39 then anitexture = anitexture06 elseif remntlife > 38 then anitexture = anitexture07 elseif remntlife > 37 then anitexture = anitexture08 elseif remntlife > 36 then anitexture = anitexture09 elseif remntlife > 35 then anitexture = anitexture10 elseif remntlife > 34 then anitexture = anitexture11 elseif remntlife > 33 then anitexture = anitexture12 elseif remntlife > 32 then anitexture = anitexture13 elseif remntlife > 31 then anitexture = anitexture14 elseif remntlife > 30 then anitexture = anitexture15 elseif remntlife > 29 then anitexture = anitexture16 elseif remntlife > 28 then anitexture = anitexture17 elseif remntlife > 27 then anitexture = anitexture18 elseif remntlife > 26 then anitexture = anitexture19 elseif remntlife > 25 then anitexture = anitexture20 elseif remntlife > 24 then anitexture = anitexture21 elseif remntlife > 23 then anitexture = anitexture22 elseif remntlife > 22 then anitexture = anitexture23 elseif remntlife > 21 then anitexture = anitexture24 elseif remntlife > 20 then anitexture = anitexture25 elseif remntlife > 19 then anitexture = anitexture26 elseif remntlife > 18 then anitexture = anitexture27 elseif remntlife > 17 then anitexture = anitexture28 elseif remntlife > 16 then anitexture = anitexture29 elseif remntlife > 15 then anitexture = anitexture30 elseif remntlife > 14 then anitexture = anitexture31 elseif remntlife > 13 then anitexture = anitexture32 elseif remntlife > 12 then anitexture = anitexture33 elseif remntlife > 11 then anitexture = anitexture34 elseif remntlife > 10 then anitexture = anitexture35 elseif remntlife > 9 then anitexture = anitexture36 elseif remntlife > 8 then anitexture = anitexture37 elseif remntlife > 7 then anitexture = anitexture38 elseif remntlife > 6 then anitexture = anitexture39 elseif remntlife > 5 then anitexture = anitexture40 elseif remntlife > 4 then anitexture = anitexture41 elseif remntlife > 3 then anitexture = anitexture42 elseif remntlife > 2 then anitexture = anitexture43 elseif remntlife > 1 then anitexture = anitexture44 elseif remntlife >= 0 then anitexture = anitexture45 end -- finally, be nice and draw the particle ts.createParticle(weapon.Position,nullvec,frametime,15,"bitmap",-1,false,anitexture) end end -- Odd method is used for rendering to prevent all the effects from being in the same 'phase' -- Also this is to avoid possible issues of having too long affects that would 'keep' on the -- effects course but which would not actually be attached to it ] #End