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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Emitters...
... are a pain in the butt. I've been bashing my head against them for the past few hours, and I still don't fully understand why they do what they do. Maybe we can put our heads together and figure some things out here. I'll go over some variables I understand. Something to note is that many of these variables can be set either for the entire emitter, or each individual emission (by putting them in the AddEmission = Emission tab space). So, you can have one emitter emit different things in different ways.
EmissionEnabled: 1 or 0. Set it to 1 to have the emitter actually... y'know, emit. EmissionCountLimit: The limit on how many total emissions come out. Oddly, I've set this to 1 and I still manage to get 2 emissions... which is annoying the crap out of me BurstSize: How many particles/objects come out of the emitter per emission. For instance, setting it to 3 will make 3 of the specified particle/object come out per emission. ParticlesPerMinute: The emission speed. So, setting it to 60 will give you one emission every second. BurstTriggered: An odd one. Setting it to 1 will make it so that the moment the emitter comes to life, it emits. If its set to 0, then it'll wait the ParticlesPerMinute time once before emitting for the first time. Oddly, when this is set to 1 (immediate emission), you often get a lot more emitted out of the first cycle than you normally would otherwise. I'm not certain on the mechanics of this. BurstDamage: For wounds. Determines how much damage is done the moment the wound appears. EmissionDamage: For wounds. Determines how much damage is done per emission cycle. FlashOnlyOnBurst: 0 makes it so the emitter constantly flashes (I think...). Otherwise, it flashes once every time it emits. Obviously, a flash must be set to the emitter. EmissionAngle: A handy one. It goes like this: EmissionAngle = Matrix AngleDegrees = X Where X is the angle. Setting it to 90 makes the emission go straight up, etc. Spread: Determines the angle variation of each emission, to make it look like its spurting randomly or something.
So, thats what I have so far. If I'm wrong about something or missing something, then corrections are in order. As for things I don't understand... I'm not certain what EmissionsIgnoreThis does. Does it make it so the emitter can't be struck by the things it emits? Also, as I pointed out above, I seem to get 2 emissions even when I set EmissionCountLimit to 1. And yes, BurstTriggered is set to 0. Also, I'm curious as to why things happen the way they do when BurstTriggered is set to 1.
And I have no clue whatsoever what BurstScale does.
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Sun Nov 02, 2008 12:58 am |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Emitters...
Burstscale is just scaling on everything else for the burst effect isn't it?
Burstsize is incorrect in your little thing, according to that.
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Sun Nov 02, 2008 1:05 am |
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Comment
Joined: Tue Oct 14, 2008 11:07 pm Posts: 112
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Re: Emitters...
My experience with emitters is limited, so I don't know anything for sure. Here's how I think things work based on what I've seen:
The burst is the very first emission from the emitter: When the jetpack button is first pressed, as soon as the wound is applied, so on and so forth. BurstSize controls how many more particles come out during the burst as opposed to regular emissions. This is why you see bigger first emissions when BurstTriggered = 1. I'm not quite sure how BurstScale works, but increasing it seems to increase the angle that burst particles will be emitted at compared to normal emissions.
Keep in mind that there's some kind of freaky lag voodoo that makes ParticlesPerMinute inaccurate. 10 particles at 600 particles per minute will take noticeably longer than a second to run out.
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Sun Nov 02, 2008 1:15 am |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Emitters...
Might be a "second" game-time. So at optimal speeds it would be one real second.
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Sun Nov 02, 2008 3:04 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Emitters...
Bursts aren't just a regular emission, they emit multiple particles at once, determined by burstsize, and at a modified velocity, determined by burstscale. --This part, I'm certain of, from making an offensive exploding jump jetpack. From that, I also know EmissionsIgnoreThis is what you said it was.
BurstTriggered determines if the the burst is triggered. Triggers for bursting are usually upon spawning, but in the case of jetpacks, it's upon initially pressing the jet button. I think EmissionCountLimit counts emissions, not particles, so your bursts just count as one emission rather than however many particles. --This stuff, can't say I'm sure on.
BurstSpacing is the time between automatic bursts, which only take effect when BurstTriggered = 0, but maybe they also take place otherwise; not sure.
I've been messing with emitters a lot recently, but they're still pretty weird to me.
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Sun Nov 02, 2008 3:27 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Emitters...
Code: AddEffect = AEmitter InstanceName = D100ShockMortar Shock Emitter A Mass = 10 RestThreshold = -500 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = DarkStorm.rte/Graphics/null.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 6 Depth = 6 DeepCheck = 0 AngularVel = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 AddEmission = Emission EmittedParticle = MOSRotating CopyOf = D100ShockMortar Shock A Spread = 0.5 MaxVelocity = 200 MinVelocity = 100 PushesEmitter = 1 EmissionAngle = Matrix AngleDegrees = -90 EmissionEnabled = 1 EmissionCountLimit = 1 EmissionsIgnoreThis = 1 BurstSize = 0 ParticlesPerMinute = 1000 BurstScale = 0 BurstDamage = 0 BurstTriggered = 0 EmissionDamage = 0 Flash = None FlashOnlyOnBurst = 0 GibImpulseLimit = 10 GibWoundLimit = 1000000000 I just don't get it! This thing emits twice in a row, no matter what I do. Setting EmissionCountLimit to 1 or 2 gets you two emissions in a row. 3 and upward give you the appropriate amount though. So, I can't make something that just emits once? What gives?
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Sun Nov 02, 2008 4:44 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Emitters...
Darlos9D wrote: [...]So, I can't make something that just emits once? What gives? Try lowering the ParticlesPerMinute; I had a limit on an emitter not long ago of 4 and the thing emitted about fifty until I lowered the ppm.
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Sun Nov 02, 2008 5:09 am |
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CrazyMLC
Joined: Fri Dec 22, 2006 4:20 am Posts: 4772 Location: Good news everyone!
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Re: Emitters...
Azukki wrote: Darlos9D wrote: [...]So, I can't make something that just emits once? What gives? Try lowering the ParticlesPerMinute; I had a limit on an emitter not long ago of 4 and the thing emitted about fifty until I lowered the ppm. And I used to think emitters were simple. Hmm.
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Sun Nov 02, 2008 7:12 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Emitters...
Azukki wrote: Darlos9D wrote: [...]So, I can't make something that just emits once? What gives? Try lowering the ParticlesPerMinute; I had a limit on an emitter not long ago of 4 and the thing emitted about fifty until I lowered the ppm. Nope, doesn't work. I know I have 1000 there, but I've tried things as low as 100. I still get two emissions. Another odd thing is that I can't seem to get the emitter to gib with the first emission, either. I have PushesEmitter set to 1 and the thing it emits has a mass of 10. I really don't get this. I think its time for a new plan.
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Sun Nov 02, 2008 5:00 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Emitters...
Make it emit it faster.
Also reduce PPM to like 10
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Sun Nov 02, 2008 5:11 pm |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Emitters...
Make it disappear via lifetime before it emits again?
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Sun Nov 02, 2008 5:48 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Emitters...
i dont think emitters can gib when attached that strongly. try attaching the emitter more weakly. also i never knew what emissionsignorethis did, now i do. i suppose you learn something new every day.
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Sun Nov 02, 2008 8:05 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Emitters...
Alenth Eneil wrote: Make it emit it faster.
Also reduce PPM to like 10 Wait. You're telling me to make it emit faster, and then telling me to reduce the ParticlesPerMinute to 10. That doesn't make sense. Azukki wrote: Make it disappear via lifetime before it emits again? This is a possibility. But you have to understand that the emitter doesn't emit the moment it appears, since I have BurstTriggered set to 0. I'd have to make the PPM slow in order to make it disappear between emissions, but then it'd lag before emitting for the first time. Then again... now that I understand how Bursts work better, maybe I CAN set BurstTriggered to 1, so it emits right away. Then have PPM slow so it dies before the next one. I still have some different ideas though. I'll need to mess with it.
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Sun Nov 02, 2008 8:37 pm |
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Alenth Eneil
Joined: Mon Dec 04, 2006 3:34 am Posts: 2378
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Re: Emitters...
I meant higher velocity for more force to gib it.
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Sun Nov 02, 2008 8:40 pm |
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p3lb0x
Forum Moderator
Joined: Fri Feb 02, 2007 3:53 pm Posts: 1896 Location: in my little gay bunker
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Re: Emitters...
I had problems with the emission count too, it's damn annoying that it emits 2 particles no matter what
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Sun Nov 02, 2008 8:44 pm |
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