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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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AEmitters directionality
I'm trying to create a carbine that has a functional bayonet, and to do it I added an AEmitter to the gun in the front part of it. It works fine, except for one detail; if I aim anywhere with the gun or actor facing to the left, the particles move to the right. How can I solve that? The code of the emitter so far: Code: AddEffect = AEmitter PresetName = Bayonet Mass = 0.1 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = ExperimentalStuff.rte/Bayonet.bmp FrameCount = 1 SpriteOffset = Vector X = -6 Y = -1 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 EmissionAngle = Matrix AngleDegrees = 0 EmissionOffset = Vector X = 6 Y = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Particle Bayonet Spread = 0 MaxVelocity = 40 MinVelocity = 40 PushesEmitter = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 1 ParticlesPerMinute = 1200 BurstSize = 2 BurstScale = 1 BurstDamage = 0 BurstTriggered = 0 EmissionDamage = 0 Flash = None FlashOnlyOnBurst = 0 Thanks.
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Mon Apr 11, 2011 12:17 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: AEmitters directionality
Seems like a solution.
I'll try that and check the results, if not, I'll probably go on lua.
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Mon Apr 11, 2011 12:26 am |
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Coops
Joined: Wed Feb 17, 2010 12:07 am Posts: 1545 Location: That small peaceful place called Hell.
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Re: AEmitters directionality
Have several AEmitters that emit sharp MOPixels that stay in place and spread the emitters on the bayonet. Kind of like the Dummy Repeater but instead have about 6 of them on the bayonet at different positions.
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Mon Apr 11, 2011 12:34 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: AEmitters directionality
I just realised that the attached emitter doesn't rotate along with the gun.
And if I add a lua script to the emitter making it face the direction of the actor aim angle?
I'll try that.
EDIT: Why do I always forgot the important details?
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Mon Apr 11, 2011 12:51 am |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: AEmitters directionality
I could make it work, but it raped to much terrain, was too overpowered and made the game crash when stabbing a dreadnought (or a dropship).
Guess I'll have to scrap this idea until B25.
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Mon Apr 11, 2011 1:36 am |
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Darkdoom
Joined: Mon Jun 28, 2010 10:06 pm Posts: 461 Location: STEPPING INTO THE RING
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Re: AEmitters directionality
Could it have crashed merely because of lag from inflicting too much damage at one moment?
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Tue Apr 12, 2011 11:55 pm |
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Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
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Re: AEmitters directionality
Who knows.
But I'll seriously work out more this idea. And a lot.
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Wed Apr 13, 2011 10:55 pm |
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