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Emitter Stacking Particles
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Author:  Coops [ Sat Feb 20, 2010 11:12 am ]
Post subject:  Emitter Stacking Particles

Hello :grin:

I have a problem with my Shotgun... i have placed an emitter on the flash of the shotgun that emits particles when fired, but when i fire the desired particles that the emitter emits seems to stack for the amount of time it didnt fire

eg. i fire after 1 sec and a few particles show.. i fire after 10 secs and the all the particles that would emit every 1 sec would stack upon until fired

Any one got anything? heres my code for the emitter

Code:
AddEffect = AEmitter
   PresetName = M1014 Flash Effects
   Mass = 0.5
   LifeTime = 5
   RestThreshold = -500
   Sharpness = 0
   GlobalAccScalar = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1
   OrientToVel = 0.7
   SpriteOffset = Vector
      X = 0
      Y = 0
   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
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Shot Particle Effect
      ParticlesPerMinute = 150
      BurstSize = 1
      Spread = 3.14
      MaxVelocity = 2
      MinVelocity = 0.25
      PushesEmitter = 1
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Shot Smoke
      ParticlesPerMinute = 120
      BurstSize = 1
      Spread = 3.14
      MaxVelocity = 5
      MinVelocity = 0.25
      PushesEmitter = 1
   BurstTriggered = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
   BurstSize = 0
   BurstScale = 0
   BurstSpacing = 500   
   EmissionDamage = 0
   Flash = None
   FlashOnlyOnBurst = 0


Thx

Author:  Duh102 [ Sat Feb 20, 2010 6:27 pm ]
Post subject:  Re: Emitter Stacking Particles

This is a problem inherent in the game, it is not solvable (when using emitters attached to a MuzzleFlash).
What exactly are you trying to do? Add some effects to the firing?

Author:  Coops [ Sun Feb 21, 2010 3:00 am ]
Post subject:  Re: Emitter Stacking Particles

Duh102 wrote:
This is a problem inherent in the game, it is not solvable (when using emitters attached to a MuzzleFlash).
What exactly are you trying to do? Add some effects to the firing?



Yeah, i want my flash to have a few small white particles and some smoke to it

Author:  Lizardheim [ Sun Feb 21, 2010 1:16 pm ]
Post subject:  Re: Emitter Stacking Particles

Then have the bullet be an emitter (or somehting, loo it up in the heavy coa sniper.)

Author:  Coops [ Sun Feb 21, 2010 11:13 pm ]
Post subject:  Re: Emitter Stacking Particles

Lizard wrote:
Then have the bullet be an emitter (or somehting, loo it up in the heavy coa sniper.)


then the effect would follow the bullet :-( i dont want that.

what if... i make the flash emit a MOPixel that makes the flash gib the particles i want, would that work or would it be too slow for it to gib it... or just unsatisfying results?

Author:  411570N3 [ Mon Feb 22, 2010 6:55 am ]
Post subject:  Re: Emitter Stacking Particles

Make it emit only once.
Also, this could be used to make weapons.

Author:  Coops [ Mon Feb 22, 2010 8:03 am ]
Post subject:  Re: Emitter Stacking Particles

411570N3 wrote:
Make it emit only once.
Also, this could be used to make weapons.


How can i make it emit once?

Author:  Lizardheim [ Mon Feb 22, 2010 8:21 am ]
Post subject:  Re: Emitter Stacking Particles

Did you even look at the coalition heavy sniper? It has an emitter that fires the bullet and the muzzle flash.

Author:  Geti [ Mon Feb 22, 2010 9:32 am ]
Post subject:  Re: Emitter Stacking Particles

Coops9753 wrote:
How can i make it emit once?
Put BurstSize = 1 and ParticlesPerMinute = 0 into the BULLET EMISSION definition, and BurstSize = 3 or something and again, ParticlesPerMinute = 0 into the SMOKE EMISSION definition, and then remove it from later on in the aemitter's code, assuming you're copying vanilla stuff. Look at the Coalition Heavy Sniper (AND NOT THE VALUES HOLY CRAP THE SPEED IS STUPID) for more info.

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