Wow very nice! I never thought that it's possible
Hmm did I something wrong so that the FX don't play? It doesn't matter where I define level._effect?
Code:
level._effect["carepackage_friendly"] = loadfx ("fx/carepackage/carepackage_friendly.efx");
level._effect["carepackage_enemy"] = loadfx ("fx/carepackage/carepackage_enemy.efx");
carepackage_friendly = playLoopedFx( level._effect["carepackage_friendly"], 1.0, self.origin );
carepackage_friendly thread showToTeam( "allies" );
carepackage_enemy = playLoopedFx( level._effect["carepackage_enemy"], 1.0, self.origin );
carepackage_enemy thread showToTeam( "axis" );
Code:
showToTeam(team)
{
self endon( "death" );
for( ;; )
{
self hide();
players = getEntArray( "player" , "classname" );
for( i = 0 ; i < players.size ; i++ )
{
player = players[i];
if( isDefined( player.pers["team"] ) && player.pers["team"] == team )
self ShowToPlayer( player );
}
}
}