Hey Cecil, I hope you can help out with this. I'm developing an entity for laser beam type particle effects and I just can't get it to interact with triggers. So far it can be activated and deactivated manually in the editor, but not with a trigger set to "activate/deactivate event" as it's supposed to.
Viewing post in Serious Sam: The Sequel (Public Beta) comments
If you only intend on toggling particle effects without any logic surrounding them, you can remove Active() and Inactive() procedures entirely and replace this block:
// go into active or inactive state
if (m_bActive) {
jump Active();
} else {
jump Inactive();
}
With this:
// Wait for the game to start
autowait(0.05f);
wait() {
on (EActivate) : {
m_bActive = TRUE;
resume;
}
on (EDeactivate) : {
m_bActive = FALSE;
resume;
}
otherwise() : { resume; }
}