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 Non-colliding AEmitter 
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Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
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Post Non-colliding AEmitter
Code:
AddAmmo = AEmitter
   InstanceName = EB-1 HE particle
   LifeTime = 1000
   Mass = 0.05
   Sharpness = 0
   HitsMOs = 1
   GetsHitByMOs = 1
   AirResistance = 0
   GlobalAccScalar = 0
   SpriteFile = ContentFile
      FilePath = The Red Legion.rte/Devices/Sprites/EB-1 Round.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Wet Concrete
      Resolution = 2
      Depth = 1
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AngularVel = 0
   ScreenEffect = ContentFile
      FilePath = Base.rte/Effects/Glows/RedTiny.bmp
   EffectStartStrength = 1
   EffectStartTime = 0
   EffectStopTime = 1000
   EffectAlwaysShows = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = EB-1 HE Glow Particle
      ParticlesPerMinute = 10000
      StartTimeMS = 0
      StopTimeMS = 1000
      BurstSize = 1
      Spread = 10
      MaxVelocity = 0
      MinVelocity = 0
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
   GibSound = Sound
      AddSample = ContentFile
         Path = Base.rte/Sounds/Explode2.wav
   GibImpulseLimit = 1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = EB-1 HE Glow Particle
      Count = 60
      MinVelocity = 10
      MaxVelocity = 40
   AddGib = Gib
      GibParticle = AEmitter
         CopyOf = EB-1 HE Explosion Glow Particle
      Count = 1
      MinVelocity = 0
      MaxVelocity = 0


This thing absolutely refuses to collide with anything but the ground and MOPixels.
Can someone help me?


Wed Oct 06, 2010 3:39 am
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Joined: Tue Dec 12, 2006 3:10 pm
Posts: 495
Location: Uncertain quantum state
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Post Re: Non-colliding AEmitter
You have no offsets on the sprite.
What dimensions is the projectile sprite?

If that isn't the issue, try copying the atomgroup settings from some vanilla projectile.


Wed Oct 06, 2010 9:14 am
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Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
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Post Re: Non-colliding AEmitter
The sprite is three pixels across and down.
I think I'm just gonna edit the RPG projectile 'cause this ain't workin'.


Wed Oct 06, 2010 8:37 pm
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Joined: Tue Dec 12, 2006 3:10 pm
Posts: 495
Location: Uncertain quantum state
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Post Re: Non-colliding AEmitter
see if the proper spriteoffset of x = -1 y = -1 helps.


Wed Oct 06, 2010 11:30 pm
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Joined: Sun May 30, 2010 5:30 am
Posts: 853
Location: Auckland, NZ
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Post Re: Non-colliding AEmitter
Oh I fixed it, but thanks anyway. :)


Thu Oct 07, 2010 12:17 am
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