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Author Topic: [Helpful] Cool Effects  (Read 2992 times)
[Oddity]TeacherCreature
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« on: May 15, 2008, 09:03:04 PM »

I have seen two versions of this so I am posting both:


Code:
est_effect 1
EST Syntax : est_effect [ArmorRicochet] <player Filter> <delay> <model> (position <X> <Y> <Z>) (direction <X> <Y> <Z>)


] est_effect 2
EST Syntax : est_effect [BeamEntPoint] <player Filter> <delay> <model> <start userid> <end userid> <life> <width> <end width> <Red> <Green> <Blue> <Alpha>

] est_effect 3
EST Syntax : est_effect [BeamPoints] <player Filter> <delay> <model> (start <X> <Y> <Z>) (end <X> <Y> <Z>) <life> <width> <end width> <Red> <Green> <Blue> <Alpha>

est_effect 4
EST Syntax : est_effect [BeamFollow] <player Filter> <delay> <model> <userid> <life> <width> <end width> <time to fade> <Red> <Green> <Blue> <Alpha>

est_effect 5
EST Syntax : est_effect [BeamRing] <player Filter> <delay> <model> <userid> <end index> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>

] est_effect 6
EST Syntax : est_effect [LargeFunnel] <player Filter> <delay> <model> <x> <y> <z> <reversed>



] est_effect 7
EST Syntax : est_effect [Smoke] <player Filter> <delay> <model> <x> <y> <z> <scale> <framerate>

] est_effect 8
EST Syntax : est_effect [MetalSparks] <player Filter> <delay> <model> <x> <y> <z> (towards <x> <y> <z>)

] est_effect 9
EST Syntax : est_effect [GaussExplosion] <player Filter> <delay> <model> <x> <y> <z> (towards <x> <y> <z>) <type>

] est_effect 10
EST Syntax : est_effect [BeamRing] <player Filter> <delay> <model> <x> <y> <z> <start radius> <end radius> <life> <width> <spread> <amplitude> <Red> <Green> <Blue> <Alpha> <speed>

] est_effect 11
EST Syntax : est_effect [GlowSprite] <player Filter> <delay> <model> <x> <y> <z> <life> <size> <brightness>

] est_effect 12
EST Syntax : est_effect [PhysProp] <player Filter> <delay> <model> (pos <x> <y> <z>) (angle <x> <y> <z>) (velocity <x> <y> <z>) <subtype> <flags> <randomize>

Code:
//////////////////////
//////est_effect//////
//////////////////////

[code]est_Effect_01 - Armor Ricochet Effect
est_Effect_01 <player Filter> <delay> <model> <position "X Y Z"> <direction "X Y
 Z">
 
est_Effect_02 - Beam Ent Point Effect
est_Effect_02 <player Filter> <delay> <model> <start ent> <start position "X Y Z
"> <end ent> <end position "X Y Z"> <framerate> <life> <start width> <end width>
 <fade distance> <amplitude> <R> <G> <B> <A> <speed>
 
est_Effect_03 - Beam Ents Effect
est_Effect_03 <player Filter> <delay> <model> <start ent> <end ent> <framerate>
<life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <sp
eed>
 
est_Effect_04 - Beam Follow Ent Effect
est_Effect_04 <player Filter> <delay> <model> <Follow ent> <life> <start width>
<end width> <fade distance> <R> <G> <B> <A>
 
est_Effect_05 - Beam Laser Effect
est_Effect_05 <player Filter> <delay> <model> <start ent> <end ent> <framerate>
<life> <start width> <end width> <fade distance> <amplitude> <R> <G> <B> <A> <sp
eed>
 
est_Effect_06 - Beam Points Effect
est_Effect_06 <player Filter> <delay> <model> <start position "X Y Z"> <end posi
tion "X Y Z"> <framerate> <life> <start width> <end width> <fade distance> <ampl
itude> <R> <G> <B> <A> <speed>
 
est_Effect_07 - Beam Ring Ent Effect
est_Effect_07 <player Filter> <delay> <model> <start ent> <end ent> <framerate>
<life> <width> <spread> <amplitude> <R> <G> <B> <A> <speed>
 
est_Effect_08 - Beam Ring Ent Effect
est_Effect_08 <player Filter> <delay> <model> <center "X Y Z"> <Start Radius> <E
nd Radius> <framerate> <life> <width> <spread> <amplitude> <R> <G> <B> <A> <spee
d> <flags>
 
est_Effect_09 - Beam Spline Effect
est_Effect_09 <player Filter> <delay> <model> <points> <rgPoints "X Y Z">
 
est_Effect_10 - Blood Sprite Effect
est_Effect_10 <player Filter> <delay> <model> <origin "X Y Z"> <direction "X Y Z
"> <R> <G> <B> <A> <Size>
 
est_Effect_11 - Blood Stream Effect
est_Effect_11 <player Filter> <delay> <model> <origin "X Y Z"> <direction "X Y Z
"> <R> <G> <B> <A> <Amount>
 
est_Effect_12 - Blood Stream Effect
est_Effect_12 <player Filter> <delay> <model> <origin "X Y Z"> <angle "Pitch Yaw
 Roll"> <Size "X Y Z"> <Velocity "X Y Z"> <Randomization> <count> <time> <flags>
 
 
est_Effect_13 - BSP Decal (perminately attach a sprite to an entity, use 0 for t
he world)
est_Effect_13 <player Filter> <delay> <decal> <origin "X Y Z"> <target entity in
dex>
 
est_Effect_14 - Bubbles Effect
est_Effect_14 <player Filter> <delay> <model> <Min "X Y Z"> <Max "X Y Z"> <heigt
h> <count> <speed>
 
est_Effect_15 - Bubble Trail Effect
est_Effect_15 <player Filter> <delay> <model> <Min "X Y Z"> <Max "X Y Z"> <heigt
h> <count> <speed>
 
est_Effect_16 - Decal Effect
est_Effect_16 <player Filter> <delay> <model> <Position "X Y Z"> <Start "X Y Z">
 <entity index> <hitbox>
 
est_Effect_17 - Dust Effect
est_Effect_17 <player Filter> <delay> <Position "X Y Z"> <Direction "X Y Z"> <si
ze> <speed>
 
est_Effect_18 - Dynamic Light Effect
est_Effect_18 <player Filter> <delay> <Position "X Y Z"> <R> <G> <B> <exponent>
<radius> <time> <decay>
 
est_Effect_19 - Energy Splash Effect
est_Effect_19 <player Filter> <delay> <Position "X Y Z"> <Direction "X Y Z"> <Ex
plosive>
 
est_Effect_20 - Energy Splash Effect
est_Effect_20 <player Filter> <delay> <model> <Position "X Y Z"> <scale> <framer
ate> <flags> <radius> <magnitude> [Normal "X Y Z"] [Material Type]
 
est_Effect_21 - Fizz Effect
est_Effect_21 <player Filter> <delay> <model> <entity> <density> <current>
 
est_Effect_22 - Guass Explosion Effect
est_Effect_22 <player Filter> <delay> <Position "X Y Z"> <Direction "X Y Z"> <ty
pe>
 
est_Effect_23 - Glow Sprite Effect
est_Effect_23 <player Filter> <delay> <model> <Position "X Y Z"> <life> <size> <
brightness>
 
est_Effect_24 - Large Funnel Effect
est_Effect_24 <player Filter> <delay> <model> <Position "X Y Z"> <reversed>
 
est_Effect_25 - Metal Sparks Effect
est_Effect_25 <player Filter> <delay> <Position "X Y Z"> <Direction "X Y Z">
 
est_Effect_26 - Muzzle Flash Effect
est_Effect_26 <player Filter> <delay> <Position "X Y Z"> <Angle "Pitch Yaw Roll"
> <scale> <type>
 
est_Effect_27 - Physics Prop Effect
est_Effect_27 <player Filter> <delay> <model> <subtype> <Position "X Y Z"> <Angl
e "Pitch Yaw Roll"> <Velocity "X Y Z"> <flags> <unknown>
 
est_Effect_28 - Player Decal Effect
est_Effect_28 <player Filter> <delay> <Position "X Y Z"> <playerindex> <entity>
 
est_Effect_29 - Project Decal Effect
est_Effect_29 <player Filter> <delay> <decal> <Position "X Y Z"> <Angle "Pitch Y
aw Roll"> <distance>
 
est_Effect_30 - Show Line Effect
est_Effect_30 <player Filter> <delay> <Start "X Y Z"> <End "X Y Z">
 
est_Effect_31 - Smoke Effect
est_Effect_31 <player Filter> <delay> <model> <Position "X Y Z"> <scale> <framer
ate>
 
est_Effect_32 - Spark Effect
est_Effect_32 <Player Filter> <Delay> <Position "X Y Z"> <Magnitude> <Trail Leng
th> <Direction "X Y Z">
 
est_Effect_33 - Sprite Effect
est_Effect_33 <Player Filter> <Delay> <model> <Position "X Y Z"> <size> <brightn
ess>
 
est_Effect_34 - Sprite Spray Effect
est_Effect_34 <Player Filter> <Delay> <model> <Position "X Y Z"> <Direction "X Y
 Z"> <speed> <noise> <count>
 
est_Effect_35 - World Decal Effect
est_Effect_35 <Player Filter> <Delay> <Decal> <Position "X Y Z">
[/code]///////////////////////////////////////////////////////////////////////
//////////////By HOLLIDAY Dont copy anything behind //!////////////////
///////////////////////////////////////////////////////////////////////

sprites/physring1
sprites/purplelaser1
sprites/qi_center
sprites/rollermine_shock
sprites/strider_bluebeam
sprites/tp_beam001
sprites/water_drop
sprites/hydraspinalcord
sprites/hydragutbeam
sprites/laser
sprites/orangelight1
sprites/plasma
sprites/plasma1
sprites/plasmabeam
sprites/muzzelflash
sprites/muzzelflash1
sprites/muzzelflash2
sprites/muzzelflash3
sprites/muzzelflash4
sprites/hydragutbeamcap
sprites/greenspit1
sprites/flatflame
sprites/fireburst
sprites/flame04
sprites/fire1
sprites/fire2
sprites/bluelight1
sprites/sphermap
sprites/reticle
sprites/640_logo
sprites/640 train
sprites/640hud9   
sprites/640hud8
sprites/blackbeam
sprites/blood
sprites/bloodspray      //////splash
sprites/cbb1_smoke      //smokebeam
sprites/crosshairs
sprites/dot
sprites/crosshairs_tlur   ////Raps
sprites/d_icons
sprites/crystal_beam1
sprites/fire_floor
sprites/flyingember     
sprites/glow_tes02
sprites/gunsmoke
sprites/heatwave
sprites/ledglow
sprites/laserdot
sprites/old_xfire          ////smb fireball
sprites/orangelight1
sprites/plasmaember   ////green glow
sprites/plasmahalo
sprites/richo1
decals/decal_posterbreen   //yel-ce
decals/decalgraffiti003a
sprites/scanner      /////////est_effect 10 void
sprites/scannerbottom
sprites/shellchrome
sprites/scope_art
sprites/strider_blackball
sprites/strider_bluebeam
sprites/xbeam2
sprites/wxplo1     ////exsmoke fire
sprites/reticle    //
sprites/reticle1   // green circle
sprites/reticle2
sprites/scanner_dots
sprites/player_red_dead   /// red x
sprites/sprite
sprites/combineball_trail_red_1
sprites/combineball_trail_blue_1
effects/bluespark
effects/combinedisplay001a
effects/combinedisplay001b
effects/com_shield003a
effects/hydraspinalcord
effects/splash3
models/effects/comball_sphere   /// glass
models/effects/splodecard2_sheet  //Die est_effect 10
shadertest/spheremap
vgui/gfx/vgui/usp45
skybox/borealis01up
shadertest/texturescroll   ////blkx
effects/tp_eyefx/tp_eyefx
effects/tp_eyefx/tpeye
effects/tp_eyefx/tpeye3
shadertest/eyeball
models/player/b4p/yoda_head
models/player/b4p/vader/headhope
editor/env_explosion
editor/phys_ballsocket
models/humans/female/group03/joey_facemap
models/antilion/antilion_parts
models/gibs/hgibs/skull1
models/player/b4p/vader/vaderface
models/props_combine/tprings_globe_dx60
models/props_combine/tprings_globe
models/props_combine/stasisshield_sheet_dx7
models/props_combine/stasisshield_sheet
models/props_combine/prtl_sky_sheet        ////10
models/props_combine/tpballglow            //scrollingsheet
models/props_combine/stasisfield_beam
models/props_combine/com_shield001a
models/props_combine/masterinterface01c
models/props_combine/partalball001_sheet
models/props_combine/models/props
models/player/b4p/yoda/yoda_head
models/player/b4p/vader/dcape
models/player/b4p/vader/helmethope
models/player/b4p/vader/soulderhope
effects/ar2_altfire1
effects/ar2_altfire1b
effects/ar2_altfire2
effects/black
effects/alyxmonitor_talk
effects/ar2_altfire1       //sphere
effects/ar2_altfire1b
effects/ar2_altfire2
effects/blueblackflash
effects/blood_core
effects/bubble
effects/com_shield003a    /////bluegreen 10
effects/fire_cloud1
effects/fire_cloud2
effects/filmscan256
effects/fleck_glass1
effects/fleck_glass2
effects/fluttercore
effects/gunshiptracer
effects/metalfence007a
effects/rollerglow
effects/strider_bulge_dudv_dx60
effects/strider_tracer
effects/strider_pinch_dudv
effects/tp_eyefx/tpeye2
effects/tp_eyefx/tpeye3
effects/traainsky
effects/water_highlight
effects/blueblacklargebeam
effects/com_shield003a
effects/strider_tracer
effects/stunstick
models/effects/splode_sheet
sprites/physcannon_bluelight2
sprites/physcannon_bluelight1b
models/gman/pupil_r
models/vortigaunt/eyeball                    // red
models/headcrab_black/blackcrab_sheet
models/hostages/glassesfront_walter
models/humans/female/group01/joey_facemap
models/manhack/blur01
models/police/barneyface
models/synth/spinner
decals/rollermine_creator
models/effects/splode1_sheet
models/effects/splodearc_sheet
models/props/de_nuke/car_nuke_animation_red
overlays/redrunner001a
overlays/shorewave001a              //whitewave
vgui/gfx/vgui/gign                  // modelterror
vgui/gfx/vgui/cs_logo              // white cslogo
decals/decalgraffiti038a
decals/decalmetalvent004a
decals/decalmetalvent006a
de_nuke/nuklogo02
vgui/resource/logo_game                ///////lines
vgui/chapters/chapter6
vgui/chapters/chapter9a
vgui/gamma
de_nuke/nuksky01
models/props_combine/prtl_sky_sheet
skybox/havbk
models/roller/rollermine_glow
b4p/b4p_tracers/b4p_tracer1 //white oval
b4p/b4p_tracers/b4p_tracer2  //2 white ovals
b4p/b4p_tracers/b4p_tracer3  //white circle
b4p/b4p_tracers/b4p_tracer4   ///3whitecircle
b4p/b4p_tracers/b4p_tracer5   ///3whitecirclehalo
b4p/b4p_tracers/b4p_tracer6   ///whitecirclehalo
b4p/b4p_tracers/b4p_tracer7   ///whiteoval
cable/rope 
concrete/concretewall058a            ///whitewall
concrete/milwall004            /// ballwall
console/background01      ///ccs
console/background02       //hl2
console/background03         //port
console/background07 
console/startup_loading
cs_havana/metalgear001a 
cs_havana/pictb           
cs_havana/pupil_l          //brnpupil
cs_havana/pupil_r       //brnpuple
cs_havana/{curaila
cs_italy/irongate01
cs_italy/irongate01_2sided
effects/alyxmonitor_idle
effects/alyxmonitor_talk
effects/tvscreen_noise001a
models/props/de_inferno/goldfish_ref
models/props/de_inferno/goldfish
shadertest/cubemap
models/effects/splodearc_sheet
effects/strider_pinch_dudv_dx60
effects/rollerglow             
models/props_lab/airlock_laser
props/signbillboard001a
models/eli/pupil_l
models/eli/pupil_r
models/effects/comball_tape
models/humans/female/pupil_r
models/humans/female/pupil_l
models/ichthyoasaur/iris_l
models/ichthyoasaur/iris_r
models/props_combine/prtl_sky_sheet
models/props_combine/stasisfield_beam
models/props_lab/cornerunit_cloud
models/props_lab/warp_sheet 
effects/bluelaser1
halflife/glassblue2
dev/dev_glassfrosted01a
models/props_combine/combine_door01_glass
shadertest/gooinglass
models/props_lab/teleportgate_fence

////////////////////////////////////////////////////////////////////////////////////////////////////
/////////More Sprites, Have didnt time to read them up here so i dont know if it is copys!//////////
////////////////////////////////////////////////////////////////////////////////////////////////////

sprites/animglow01
sprites/animglow02
sprites/ar2_muzzle1
sprites/ar2_muzzle1b
sprites/ar2_muzzle2b
sprites/ar2_muzzle3
sprites/ar2_muzzle3b
sprites/ar2_muzzle4
sprites/ar2_muzzle4b
sprites/blueflare1
sprites/blueflare1_noz
sprites/blueglow1
sprites/blueglow2
sprites/bluelaser1
sprites/bluelight1
sprites/blueshaft1
sprites/fire
sprites/fire1
sprites/fire2
sprites/fireburst
sprites/flame01
sprites/flame02
sprites/flame03
sprites/flame04
sprites/flamelet1
sprites/flamelet2
sprites/flamelet3
sprites/flamelet4
sprites/flamelet5
sprites/flare1
sprites/flatflame
sprites/glow
sprites/glow01
sprites/glow02
sprites/glow03
sprites/glow04
sprites/glow04_noz
sprites/glow05
sprites/glow06
sprites/glow07
sprites/gow08
sprites/glow1
sprites/glow1_noz
sprites/greenglow1
sprites/halo
sprites/halo01
sprites/laser
sprites/laserbeam
sprites/lgtning
sprites/lgtning_noz
sprites/orangecore1
sprites/orangecore2
sprites/physbeam
sprites/physcannon_bluecore1
sprites/physcannon_bluecore1b


////////////////////////////////
///////////FILE END/////////////
////////////////////////////////
« Last Edit: April 09, 2009, 02:44:39 AM by [Oddity]TeacherCreature » Logged

 
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« Reply #1 on: May 19, 2008, 12:56:46 AM »

would it be at all possible to get an example of each of these???
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[Oddity]TeacherCreature
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« Reply #2 on: May 19, 2008, 01:42:11 PM »

Go into your server go to console and try em

ma_rcon est_effect
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« Reply #3 on: May 30, 2008, 01:21:18 PM »

When it says <player Filter> use the players name.
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HOLLIDAY
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« Reply #4 on: June 19, 2008, 11:41:11 AM »

the easiest way to test effects is to make a test script
:make a new folder in eventscripts called test
:open folder test and make a new .txt called es_test.txt
:open es_test.txt and make some events with est_effects
:bind a key to es_reload test (bind f12 "rcon es_reload test"
:run CSS in a window,make changes to your test script,save and press f12 to see your changes as you make them

Code:
/////////////////////////////////
//~Example Test Scipt~
//     es_test.txt
//to turn noisy on and use
//event weapon_fire
//un comment the next 4 lines
//block load
//{
//es_xdoblock corelib/noisy_on
//}
/////////////////////////////////

event player_spawn
{
es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
es est_effect 10 #a 0 sprites/smoke.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) 2 16 3 400 200 0 150 10 10 255 0
}

event player_hurt
{
es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
es_getplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(attacker)
es est_Effect 3 #a .2 sprites/bluelight1.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 1 13 16 185 255 0 255
}

event player_death
{
es_getplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
es_getplayerlocation wcs_x2 wcs_y2 wcs_z2 event_var(userid)
es_xmath wcs_z2 + 1000
es est_Effect 3 #a .2 sprites/bluelight1.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 5 13 16 15 25 255 255
}

event weapon_fire
{
es es_xgetplayerlocation wcs_x1 wcs_y1 wcs_z1 event_var(userid)
es est_GetViewCoord event_var(userid) wcs_x2 wcs_y2 wcs_z2
es_xmath wcs_z1 + 20
es_xmath wcs_z2 + 50
es est_effect 3 #a 0 sprites/glow01.vmt server_var(wcs_x1) server_var(wcs_y1) server_var(wcs_z1) server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 2 3 9 108 230 218 155
es est_effect 11 #a 0 sprites/glow1.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 2 2 155
es est_effect 10 #a 0 sprites/lgtning.vmt server_var(wcs_x2) server_var(wcs_y2) server_var(wcs_z2) 60 59 2 50 3 0 175 115 255 55 1
}
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« Reply #5 on: June 19, 2008, 03:45:18 PM »

I was told you could try these in hammer
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« Reply #6 on: June 28, 2008, 08:36:53 AM »

yes they all work with es_tools 4.20 +
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nivek3
« Reply #7 on: July 16, 2008, 04:42:24 AM »

To confusing for me could i get an example of one plz im just a simple coder who wants to learn how to code effects
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Diablo
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« Reply #8 on: February 04, 2009, 06:21:07 AM »

How to put htese effects in you race? Where i have to put these codes? Can anyone give me a example, pls?
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Maxxi
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« Reply #9 on: February 04, 2009, 08:55:57 AM »

How to put htese effects in you race? Where i have to put these codes? Can anyone give me a example, pls?
skillX_sfx"  "here you can put effect codes"
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Mathias
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mathias949
« Reply #10 on: June 11, 2009, 05:48:10 PM »

you can view the .vmt files with hammer
How can i view the effect with hammer?
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el lips
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eelip
« Reply #11 on: December 26, 2009, 09:58:37 PM »

yep how its possible to view them in hammer?Huh Shocked Shocked Shocked Shocked
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AvasT
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doug_tiozao
« Reply #12 on: December 26, 2009, 10:04:07 PM »

I already said 1000000 times, IT'S POSSIBLE, OPEN THE HAMMER, GO TO BROWSE MATERIALS, PUT IN THE FILTER SPRITES/EFFECTS AnD SEARCH FOR THEN
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« Reply #13 on: December 26, 2009, 10:17:22 PM »

I already said 1000000 times, IT'S POSSIBLE, OPEN THE HAMMER, GO TO BROWSE MATERIALS, PUT IN THE FILTER SPRITES/EFFECTS AnD SEARCH FOR THEN
Maby you should make a tutorial for that to xD or edit it into your sfx shit xD
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DanMister
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« Reply #14 on: December 26, 2009, 10:30:39 PM »

maybe someone should learn how to make effects in python, then teach Dan Cheesy
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