Because sience, it sends a 2d Gump to Client with some packets
Lightining Animation is Not a Particle Like Others. You Have Block Sending Gumps And Send A Empty Particle ID i used 0x37BA
in Server on the Lightning.cs line 62
m.BoltEffect( 0 ); // It Sends A Gump Packet.
Comment It and Make It:
Code:
//m.BoltEffect( 0 );
m.FixedParticles(0x37BA, 9, 32, 5030, EffectLayer.Head);
and lib.3d.effect.lua add this:
Code:
Lightning = hex2num("0x37BA")
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gParticleEffects[Lightning] = { etype=2, name="LightningParticle" , relx=0.5, rely=0.5, relz=0.1, scalex=1, scaley=1, scalez=1}
and Add Theese Particles
Code:
particle_system Wither3
{
quota 100
material Particles/Aureola
particle_width 8
particle_height 8
cull_each false
renderer billboard
sorted false
local_space false
iteration_interval 0
nonvisible_update_timeout 0
billboard_type perpendicular_common
billboard_origin center
billboard_rotation_type texcoord
common_direction 0 0 1
common_up_vector 0 1 0
point_rendering false
accurate_facing false
emitter Point
{
angle 0
colour 1 0 0 1
colour_range_start 1 0 0 1
colour_range_end 1 0 0 1
direction 0 0 1
emission_rate 4
position 0 -0 0
velocity 0
velocity_min 0
velocity_max 1
time_to_live 1
time_to_live_min 1
time_to_live_max 1
duration 1
duration_min 1
duration_max 1
repeat_delay 0
repeat_delay_min 0
repeat_delay_max 0
}
affector Rotator
{
rotation_speed_range_start 0
rotation_speed_range_end 180
rotation_range_start 0
rotation_range_end 360
}
}
particle_system LightningParticle
{
quota 1000
material Particles/Lightning
particle_width 10
particle_height 10
cull_each false
renderer billboard
sorted false
local_space false
iteration_interval 0
nonvisible_update_timeout 0
billboard_type oriented_self
billboard_origin center
billboard_rotation_type vertex
common_up_vector 0 1 0
point_rendering false
accurate_facing false
emitter Point
{
angle 0
colour 1 1 1 1
colour_range_start 1 1 1 1
colour_range_end 1 1 1 1
direction -0 -0.0099995 -0.99995
emission_rate 10
position 0 0 6
velocity 1
velocity_min 1
velocity_max 1
time_to_live 0.5
time_to_live_min 0.5
time_to_live_max 0.5
duration 0.3
duration_min 0.3
duration_max 0.3
repeat_delay 0
repeat_delay_min 0
repeat_delay_max 0
}
affector DirectionRandomiser
{
randomness 7
scope 0
keep_velocity false
}
}
Then You've To add a Material
Code:
material Particles/Lightning
{
technique
{
pass
{
lighting off
scene_blend add
depth_write off
texture_unit
{
texture lightning.png
}
}
}
}
Then This is the Material I Used (It's Eye Catching Good Effect)
http://www.orhankalayci.com/dosyalar/lightning.png