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 Immobile Floating/Hovering AEmitter? [Resolved] 
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Joined: Sun Jan 28, 2007 10:32 pm
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Location: UK
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Post Immobile Floating/Hovering AEmitter? [Resolved]
I'm probably missing something really obvious, but I have an 'explosive' weapon that I want to create a sort of 'hovering' or 'floating' emitter that persists for several seconds after impact. This emitter then explodes again after a few seconds. Whilst I have this mostly down through use of various vars and a quick time-delay-detonation script, the emitter has a rare tendency of floating off or starting to bounce around. Worse, it also seems to have a habit of spinning madly, causing the final explosion to fly off rather than be properly circular, even though the gibs do not inherit velocity and have 360° (well, 3.14) spread.

Any ideas on how to get it to stay exactly where it's spawned? I also need to stop it from spinning, as noted above.


Last edited by Arcalane on Tue Nov 06, 2012 10:36 pm, edited 1 time in total.



Tue Nov 06, 2012 11:35 am
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Joined: Fri Sep 10, 2010 1:48 am
Posts: 666
Location: Halifax, Canada
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Post Re: Immobile Floating/Hovering AEmitter?
To keep it where it is, you could probably set pinstrength to something high but that can do weird things sometimes. Anyway, this'll do that instead. Make sure to put self.Vel = Vector(0,0) in the create function too.
Code:
self.Pos.Y = self.Pos.Y-((SceneMan.GlobalAcc.Y*TimerMan.DeltaTimeSecs)/3);
self.Vel.Y = self.Vel.Y - SceneMan.GlobalAcc.Y*TimerMan.DeltaTimeSecs;

I think the 3 should really be replaced with a calculation that results in a a slightly different value but this works fine too.

To stop it from spinning,
Code:
self.RotAngle = 0; --Will keep it facing at 0 degress
self.AngularVel = 0; --Will stop it from having any rotation speed.


Tue Nov 06, 2012 12:54 pm
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Location: UK
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Post Re: Immobile Floating/Hovering AEmitter?
Vert movement is fine since it ignores gravity by way of inicode (AEmitter has GlobalAccScalar = 0) but it still seems to be getting a facing and 'shaped' blast effect somehow, most often when hitting terrain.

None of its emissions push it, and none of its gibs inherit its velocity. :???:

The particles always seem to be spraying primarily at (assuming 0 degrees is north/up, meaning 90 is east/right) 45, 135, 225, or 315 degrees (so NE, SE, SW, and NE).

Ed: I appear to have not repathed the ScriptPath on the floaty core properly. Argh. Okay, let's try this again.

Ed2: Okay, looks like we're done here, all issues resolved! Thanks.


Tue Nov 06, 2012 1:54 pm
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