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 MOSParticle / MOPixel issues 
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Joined: Sun May 24, 2009 9:51 pm
Posts: 35
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Post MOSParticle / MOPixel issues
I'm working on a new gun for my WIP Epic Gene series (viewtopic.php?f=1&t=15156). It's called the Rift, and it's basically a grenade launcher.

I'm having some issues with it, however. It tells me that the TDExplosive can't find the particle Rift Particle Small (which is referred to as one of the bomb's 'AddParticle' bits). I suspect the problem is that the game wants me to reference to an MOSParticle, but my Rift Particle Small is an MOPixel. I don't know how to fix this, thought. Below is the relevant code:

Code:
AddEffect = MOPixel
   PresetName = Rift Particle Small
   ScreenEffect = ContentFile
      FilePath = EpicGene.rte/Rift/glow_sm.bmp
   EffectStartTime = 0
   EffectStopTime = 200
   EffectStartStrength = 1
   EffectStopStrength = 0
   Mass = 0.2
   AirResistance = 0.03
   GlobalAccScalar = -0.2
   LifeTime = 200
   Sharpness = 150
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 255
      G = 0
      B = 0
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 255
         G = 0
         B = 0
      TrailLength = 10
      
AddEffect = MOPixel
   PresetName = Rift Particle Large
   ScreenEffect = ContentFile
      FilePath = EpicGene.rte/Rift/glow_lg.bmp
   EffectStartTime = 0
   EffectStopTime = 200
   EffectStartStrength = 1
   EffectStopStrength = 0
   Mass = 0.2
   AirResistance = 0.03
   GlobalAccScalar = -0.2
   LifeTime = 200
   Sharpness = 15
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 255
      G = 255
      B = 0
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 255
         G = 255
         B = 0
      TrailLength = 1
      
AddAmmo = TDExplosive
   PresetName = Rift Bomb
   Mass = 4
   RestThreshold = -500
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = EpicGene.rte/Rift/bomb.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -2
      Y = -2
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   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 = 1
   JointStrength = 6
   JointStiffness = 0.5
   DrawAfterParent = 1
   DetonationSound = Sound
      AddSample = ContentFile
         Path = EpicGene.rte/Rift/detonate.wav
   StanceOffset = Vector
      X = -12
      Y = -5
   StartThrowOffset = Vector
      X = -12
      Y = -5
   EndThrowOffset = Vector
      X = -12
      Y = -5
   TriggerDelay =  9999
   ParticleNumberToAdd = 50
   AddParticles = MOSParticle
      CopyOf = Rift Particle Small
   ParticleNumberToAdd = 50
   AddParticles = MOPixel
      CopyOf = Rift Particle Small
   GibImpulseLimit = 50


Help plox?


Fri Jun 05, 2009 9:32 pm
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Joined: Wed Jan 14, 2009 7:12 pm
Posts: 1525
Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Post Re: MOSParticle / MOPixel issues
Change MOSParticle to MOPixel. Seemples.


Fri Jun 05, 2009 9:37 pm
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Joined: Sun May 24, 2009 9:51 pm
Posts: 35
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Post Re: MOSParticle / MOPixel issues
Oh wow the one underneath it was like that... I feel so stupid now lol. Thanks!

And sorry :P


Sat Jun 06, 2009 3:27 am
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