ACTION attach_weapon { player_weapon = my; my.passable = on; proc_late(); WHILE (you != null) { vec_for_vertex(temp.x,you,1175); //hand palm base vec_for_vertex(temp2.x,you,1240); //hand palm tip vec_set(my.x,temp.x); vec_diff(temp.x,temp2.x,temp.x); vec_to_angle(temp.pan,temp.x); vec_set(my.pan,temp.pan); wait(1); } } ACTION player_action { player = my; my.gravity = 6; my.z_offset = 6; my.shadow = on; ent_create("sword.mdl",my.x,attach_weapon); ////////////////////////////////////////////////////////////////////////////////////// bmap fire1_farbe1 = ; VAR leafsAnzahlPartikel = 6.411; //number of particles used for this effect Function leafs_spec_fun() { c_trace(vector(my.skill_d,my.skill_y,my.skill_z),my.x,ignore_passable+ignore_me+ignore_models+ignore_sprites); if(trace_hit == 1) { my.vel_x = 0; my.vel_y = 0; my.vel_z = 0; my.lifespan = 0; } my.skill_d = my.x; my.skill_y = my.y; my.skill_z = my.z; if(my.size > 0) { my.size -= -1.184 *time; }else{my.lifespan = 0; } my.alpha -= 5 *time; IF(My.alpha < 0) { my.alpha = 0; my.lifespan = 0; } my.skill_b += 0.03; my.skill_c = 4.348 - my.skill_b; if(my.skill_c < 0) { my.lifespan = 0; } } Function leafsspezial() { my.blue = 128 ; my.green = 128 ; my.red = 128 ; my.skill_c = 0; my.skill_b = 0; my.bmap = fire1_farbe1; //the effect bitmap my.vel_x = random( 0.840 ) - 0.420 ; my.vel_y = random( 0.840 ) - 0.420 ; my.vel_z = random( 10.400 ); my.size = 10.318 ; my.alpha = 50 ; my.gravity = 0 ; my.streak = off; my.flare = on; my.bright = on; my.beam = off; my.move = on; my.transparent = on; my.function = leafs_spec_fun; } Function leafs() { while(1) { leafsAnzahlPartikel = 6; effect(leafsspezial,max(1,leafsAnzahlPartikel*time),my.x,nullvector); wait(1); } } action leafs_action { my.invisible = on; My.passable = on; leafs(); }