For some reason, no matter what variable I think I should change the AEmitter I shoot always gibs on impact. This is basically a flying, all around digger, but makes no use if it doesn't ricochet- It just breaks whenever it hits the ground in front of me or a corner or flat wall in front of me. Please, any help? I've spent at least an hour trying to figure it out.
Code:
AddEffect = MOPixel PresetName = Vaporizer Bullet Mass = .05 RestThreshold = 500 LifeTime = 15 Sharpness = 13 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 000 G = 255 B = 000 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 000 G = 255 B = 000 TrailLength = 50
I'm not entirely sure why you want it to ricochet.. because if it has enough force to ricochet, you can just launch these things at players anyways.. i.e. it's more useful as a weapon than to dig with.
You may want to consider making your own Materials.ini in your .rte, containing a material that's more bouncy - and then assign the emitter to emit from that material.
Code:
AddEffect = MOPixel PresetName = Vaporizer Bullet Mass = 0.05 RestThreshold = 300 *** LifeTime = 15 Sharpness = 18 *** HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 000 G = 255 B = 000 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 000 G = 255 B = 000 TrailLength = 50
AddAmmo = AEmitter PresetName = Vaporizer Drop Mass = 3 HitsMOs = 1 *** GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = New.rte/Devices/Sprites/Try.bmp FrameCount = 4 LifeTime = 7000 *** RestThreshold = 2500 // (or -1?) FrameCount = 1 EmissionOffset = Vector X = 0 Y = 0 SpriteOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 0 JointStrength = 4499999 *** AddEmission = Emission EmittedParticle = MOPixel CopyOf = Vaporizer Bullet BurstSize = 2 *** Spread = 1.57 *** MaxVelocity = 120 MinVelocity = -120 *** (or leave this at 100, increase the mass in bullet definition.. depending on how big you want the particle ball) PushesEmitter = 0 StartTimeMS = 20 StopTimeMS = 2500 ParticlesPerMinute = 40000 *** EmissionEnabled = 1 EmissionsIgnoreThis = 1 BurstTriggered = 1 GibImpulseLimit = 4499999 ***
I put stars next to everything I changed.. how many shots did you have in mind for this thing to shoot anyways? I used a fairly fast-paced device and occasionally there were still shots that disappeared on contact with concrete so I have no idea what causes that considering the lifetime is supposed to be 7s. *shrug*
Mon Dec 17, 2012 3:21 pm
333severs
Joined: Sun Dec 16, 2012 8:33 pm Posts: 6
Re: Please Help!
Corpsey wrote:
I'm not entirely sure why you want it to ricochet.. because if it has enough force to ricochet, you can just launch these things at players anyways.. i.e. it's more useful as a weapon than to dig with.
You may want to consider making your own Materials.ini in your .rte, containing a material that's more bouncy - and then assign the emitter to emit from that material.
I put stars next to everything I changed.. how many shots did you have in mind for this thing to shoot anyways? I used a fairly fast-paced device and occasionally there were still shots that disappeared on contact with concrete so I have no idea what causes that considering the lifetime is supposed to be 7s. *shrug*
The original thought behind this device would be that it is the ultimate base defense tool haha. It is a fuzzy ball of instant gib - the particles are just sharp enough to break up people instantly, but will not break the concrete that the particles bounce off of. So, I want this to bounce around between the walls of my base killing them and cleaning up their dead bodies at the same time. But, somehow, especially when using a small sprite, the emitter gibs on impact. Or like you said it just hits the concrete and disappears.
Mon Dec 17, 2012 10:46 pm
Corpsey
Joined: Sun Jul 22, 2012 3:06 pm Posts: 129
Re: Please Help!
You should have said that instead of
Quote:
This is basically a flying, all around digger
.. Because at one point it actually was doing that quite well.. just change the sharpness back to 15 and fire velocity to 50 again. Although I STILL think you'd have better luck tying the AEmitter to a new material that's bouncier than normal. You could even have another particle emission push the thing so it never actually stops.
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