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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; }
    }

Sadly, this is still not working.

The class should be derived from CRationalEntity in order to process logic. Easy mistake to make.

class CBeam: CEntity {

Oh, so that's why it's called that. Thanks, it works now.