Data Realms Fan Forums http://45.55.195.193/ |
|
AEmitters directionality http://45.55.195.193/viewtopic.php?f=1&t=22512 |
Page 1 of 1 |
Author: | Asklar [ Mon Apr 11, 2011 12:17 am ] |
Post subject: | 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. |
Author: | Asklar [ Mon Apr 11, 2011 12:26 am ] |
Post subject: | Re: AEmitters directionality |
Seems like a solution. I'll try that and check the results, if not, I'll probably go on lua. |
Author: | Coops [ Mon Apr 11, 2011 12:34 am ] |
Post subject: | 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. |
Author: | Asklar [ Mon Apr 11, 2011 12:51 am ] |
Post subject: | 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? |
Author: | Asklar [ Mon Apr 11, 2011 1:36 am ] |
Post subject: | 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. |
Author: | Darkdoom [ Tue Apr 12, 2011 11:55 pm ] |
Post subject: | Re: AEmitters directionality |
Could it have crashed merely because of lag from inflicting too much damage at one moment? |
Author: | Asklar [ Wed Apr 13, 2011 10:55 pm ] |
Post subject: | Re: AEmitters directionality |
Who knows. But I'll seriously work out more this idea. And a lot. |
Page 1 of 1 | All times are UTC [ DST ] |
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group http://www.phpbb.com/ |