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 Problem with MOSRotating staying in air after being fired. 
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Joined: Sat Nov 18, 2006 8:11 pm
Posts: 267
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Post Problem with MOSRotating staying in air after being fired.
I am remaking the C4 sprayer to fire a single glob of C4 rather than a small stream of particles. Whenever I fire, the particle just stays in the air. I set the offset far away from the gun so it spawns a good two feet away from the muzzle, but it still sticks in the air. Here is the coding for the MOSRotating:

Code:
AddActor = MOSRotating
   PresetName = Active C4 Spray
   PinStrength = 3
   Mass = .5
   RestThreshold = -500
   HitsMOs = 0
   GetsHitByMOs = 1
   ScriptPath = c4sprayer.rte/c4spray.lua
   SpriteFile = ContentFile
      FilePath = c4sprayer.rte/ConcreteBall.bmp
   SpriteOffset = Vector
      X = 0
      Y = 0
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter   
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Wet Concrete
      Resolution = 1
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Wet Concrete
      Resolution = 4
      Depth = 6
   DeepCheck = 0
   GibImpulseLimit = 10000
   GibWoundLimit = 999
   GibSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Sounds/Explode2.wav
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Glow Explosion Small
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = C4 Wallbreaker
      Count = 200
      MinVelocity = 30
      MaxVelocity = 45
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Side Thruster Blast Ball 1
      Count = 30
      MinVelocity = 50
      MaxVelocity = 75
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Main Thruster Blast Ball 1
      Count = 40
      Spread = 3.14
      MaxVelocity = 5
      MinVelocity = 0
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Explosion Smoke 1
      Count = 10
      Spread = 3.1
      MaxVelocity = 5
      MinVelocity = 0
      LifeVariation = 0.50
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Gray
      Count = 10
      MinVelocity = 50
      MaxVelocity = 75
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Yellow
      Count = 2
      MinVelocity = 50
      MaxVelocity = 75
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Air Blast
      Count = 30
      MinVelocity = 50
      MaxVelocity = 75
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 1
      Count = 10
      Spread = 2.25
      MaxVelocity = 5
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Spark Yellow 2
      Count = 10
      Spread = 2.25
      MaxVelocity = 20
      MinVelocity = 8
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Gray
      Count = 2
      MinVelocity = 20
      MaxVelocity = 45


Sun Jun 21, 2009 9:26 pm
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post Re: Problem with MOSRotating staying in air after being fired.
PinStrength = 3

there's your problem


Sun Jun 21, 2009 9:33 pm
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: Problem with MOSRotating staying in air after being fired.
Code:
   PinStrength = 3


Remove that line. It makes the object stick in one place and not move.
Useful for static objects like brains or storage crates.


Sun Jun 21, 2009 9:36 pm
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Joined: Tue Feb 27, 2007 4:05 pm
Posts: 2527
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Post Re: Problem with MOSRotating staying in air after being fired.
numgun wrote:
Code:
   PinStrength = 3


Remove that line. It makes the object stick in one place and not move.
Useful for static objects like brains or storage crates.
Everything is under control, everyone. Numgun is here.

even though Grif already answered the question.


Mon Jun 22, 2009 12:46 am
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Joined: Thu May 28, 2009 3:59 pm
Posts: 209
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Post Re: Problem with MOSRotating staying in air after being fired.
That is why my C4 Sprayer shoots something that then turns into that MOSRotating on gibbing. The first is so it can fly and fall through the air, then when it hits something hard enough--which is not very hard at all--it spawns the pinned version to simulate sticking to something.

Depending on what sort of glob rather than spray you want it to shoot, you could just simply change the Magazine to not have a tracer, and the Round to
Code:
AddAmmo = Round
   PresetName = Round C4 Spray
   ParticleCount = 1
   Particle = TDExplosive
      CopyOf = Coalition.rte/Red C-4
   Shell = None
   FireVelocity = 19
   ShellVelocity = 0
   Separation = 5
...and it will shoot the normal Red C-4 with the same trajectory and velocity as the Coalition grenade launcher. You would of course detonate it with the Red Detonator rather than the Spray Detonator.


Mon Jun 22, 2009 4:53 am
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