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Non-colliding AEmitter
http://45.55.195.193/viewtopic.php?f=1&t=19869
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Author:  Major [ Wed Oct 06, 2010 3:39 am ]
Post subject:  Non-colliding AEmitter

Code:
AddAmmo = AEmitter
   InstanceName = EB-1 HE particle
   LifeTime = 1000
   Mass = 0.05
   Sharpness = 0
   HitsMOs = 1
   GetsHitByMOs = 1
   AirResistance = 0
   GlobalAccScalar = 0
   SpriteFile = ContentFile
      FilePath = The Red Legion.rte/Devices/Sprites/EB-1 Round.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Wet Concrete
      Resolution = 2
      Depth = 1
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AngularVel = 0
   ScreenEffect = ContentFile
      FilePath = Base.rte/Effects/Glows/RedTiny.bmp
   EffectStartStrength = 1
   EffectStartTime = 0
   EffectStopTime = 1000
   EffectAlwaysShows = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = EB-1 HE Glow Particle
      ParticlesPerMinute = 10000
      StartTimeMS = 0
      StopTimeMS = 1000
      BurstSize = 1
      Spread = 10
      MaxVelocity = 0
      MinVelocity = 0
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
   GibSound = Sound
      AddSample = ContentFile
         Path = Base.rte/Sounds/Explode2.wav
   GibImpulseLimit = 1
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = EB-1 HE Glow Particle
      Count = 60
      MinVelocity = 10
      MaxVelocity = 40
   AddGib = Gib
      GibParticle = AEmitter
         CopyOf = EB-1 HE Explosion Glow Particle
      Count = 1
      MinVelocity = 0
      MaxVelocity = 0


This thing absolutely refuses to collide with anything but the ground and MOPixels.
Can someone help me?

Author:  findude [ Wed Oct 06, 2010 9:14 am ]
Post subject:  Re: Non-colliding AEmitter

You have no offsets on the sprite.
What dimensions is the projectile sprite?

If that isn't the issue, try copying the atomgroup settings from some vanilla projectile.

Author:  Major [ Wed Oct 06, 2010 8:37 pm ]
Post subject:  Re: Non-colliding AEmitter

The sprite is three pixels across and down.
I think I'm just gonna edit the RPG projectile 'cause this ain't workin'.

Author:  findude [ Wed Oct 06, 2010 11:30 pm ]
Post subject:  Re: Non-colliding AEmitter

see if the proper spriteoffset of x = -1 y = -1 helps.

Author:  Major [ Thu Oct 07, 2010 12:17 am ]
Post subject:  Re: Non-colliding AEmitter

Oh I fixed it, but thanks anyway. :)

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