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why isn't this working? [solved] http://45.55.195.193/viewtopic.php?f=1&t=25527 |
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Author: | salt_1219 [ Thu Sep 15, 2011 9:30 am ] |
Post subject: | why isn't this working? [solved] |
should gib on creation and play a sound Code: AddEffect = Attachable PresetName = Unfold Sound Mass = 0 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = MG-SBGL.rte/Sprites/Null.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AngularVel = 6 EntryWound = AEmitter CopyOf = Dent Metal Light ExitWound = AEmitter CopyOf = Dent Metal Light AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 4 Depth = 0 DeepCheck = 0 JointStrength = 1000 JointStiffness = 0.6 JointOffset = Vector X = 0 Y = 0 DrawAfterParent = 1 GibImpulseLimit = 0 GibWoundLimit = 0 GibSound = Sound AddSample = ContentFile FilePath = MG-SBGL.rte/Sounds/Unfold.wav LoopSetting = -1 |
Author: | Azukki [ Thu Sep 15, 2011 9:41 am ] |
Post subject: | Re: why isn't this working? |
"LoopSetting = -1" Why's that there? Try taking it out. Also, what force are you expecting to cause this to gib? Hitting the ground? The script that spawned it? |
Author: | salt_1219 [ Thu Sep 15, 2011 9:55 am ] |
Post subject: | Re: why isn't this working? |
clearly that's not working so, how do i pin a damage emitter to it? I know how to make wounds but not how to pin them to a attachable I fixed it with my first ever lua script, i made all by myself. function Create(self) self:GibThis() end you ninja you beat me to it |
Author: | Azukki [ Thu Sep 15, 2011 10:29 am ] |
Post subject: | Re: why isn't this working? |
The zeros mean it'll gib the instant it's hit by anything, but I'm fairly certain it does need to be hit by something in order to gib. To attach a jostling emitter, do like so. Code: AddEmitter = AEmitter CopyOf = MGL Magazine Gibber But it might be simpler to forget the emitter and gib limits, and instead attach a little Lua script. Code: function Update(self) self:GibThis() end Or you could just make the sound spawner an emitter in the first place, which emits nothing and makes your sound from a burst in the emission of nothing, like this. Code: AddAmmo = AEmitter PresetName = Sound Emitter Mass = 0 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp LifeTime = 1 FrameCount = 1 SpriteOffset = Vector X = -3 Y = -2 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 = 0 EmissionEnabled = 1 EmissionsIgnoreThis = 1 BurstTriggered = 1 BurstSound = Sound AddSample = ContentFile FilePath = Shadow Echelon.rte/Effects/Sounds/Gore/KF_Gibs_Small1.wav |
Author: | salt_1219 [ Thu Sep 15, 2011 10:33 am ] |
Post subject: | Re: why isn't this working? |
I just made that exact script... and i was all proud. It did work btw, thank you for your help damnit i wish i knew about the sound emitter. oh well the lua method works too. well now my spiderbot properly plays a sound as it unfolds |
Author: | Awesomeness [ Tue Sep 20, 2011 11:12 pm ] |
Post subject: | Re: why isn't this working? [solved] |
When I can get back on a real computer I can show you a non-lua based sound emitter ini. |
Author: | Azukki [ Wed Sep 21, 2011 1:43 am ] |
Post subject: | Re: why isn't this working? [solved] |
I already did show that, in my last code tag. Or did you have another particular method of making a sound emitter, with some appreciable advantage over that one? |
Author: | Awesomeness [ Wed Sep 21, 2011 2:18 am ] |
Post subject: | Re: why isn't this working? [solved] |
Azukki wrote: I already did show that, in my last code tag. Or did you have another particular method of making a sound emitter, with some appreciable advantage over that one? I missed that, sorry. [/idiot] |
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