#Global Hooks $Simulation: [ if missioninit == nil then -- // MISSION INIT // -- define and load anitexture01.. anitexture10 anitexture01 = gr.loadTexture("blast_0001") anitexture02 = gr.loadTexture("blast_0002") anitexture03 = gr.loadTexture("blast_0004") anitexture04 = gr.loadTexture("blast_0006") anitexture05 = gr.loadTexture("blast_0008") anitexture06 = gr.loadTexture("blast_0010") anitexture07 = gr.loadTexture("blast_0017") anitexture08 = gr.loadTexture("blast_0008") anitexture09 = gr.loadTexture("blast_0004") anitexture10 = gr.loadTexture("blast_0002") -- 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 == "Hammerhead" then lifetime = weapon.LifeLeft -- calculate the required frame number modulolife = math.mod(lifetime,0.3) remntlife = ((modulolife - math.floor(modulolife)) / 0.3) -- get proper animation frame -- '10' is the number of frames remntlife = 10 * remntlife if remntlife > 9 then anitexture = anitexture01 elseif remntlife > 8 then anitexture = anitexture02 elseif remntlife > 7 then anitexture = anitexture03 elseif remntlife > 6 then anitexture = anitexture04 elseif remntlife > 5 then anitexture = anitexture05 elseif remntlife > 4 then anitexture = anitexture06 elseif remntlife > 3 then anitexture = anitexture07 elseif remntlife > 2 then anitexture = anitexture08 elseif remntlife > 1 then anitexture = anitexture09 elseif remntlife >= 0 then anitexture = anitexture10 end -- finally, be nice and draw the particle ts.createParticle(nullvec,nullvec,frametime,10,"bitmap",-1,false,anitexture,weapon) 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