by scar3crow » Wed Nov 19, 2008 6:59 pm
Despite my label of Inside3d Staff, I'm not exactly a coder, so take what I say with a grain of salt (and hope someone else responds to this thread).
Basically what you need to do is create a non-solid entity with no velocity that has a null model, citing the fly png particles as the self.effects (how easy this is I do not know, I've never mucked about in anything regarding new effects), and looping the fly buzzing sound. This entity should be created by a monster when they are verified as dead (self.health < 1, movetype = movetype_none etc) and created say 32 units above their origin. For a bit of flourish you can keep track of the time since the monster died and add a random value so it feels less automated, more natural.
I'd suggest digging around in whatever code you can find for behavior that happens once a monster is dead, and for behavior where one entity creates another and how to offset location.