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Immobile Floating/Hovering AEmitter? [Resolved] http://45.55.195.193/viewtopic.php?f=1&t=32069 |
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Author: | Arcalane [ Tue Nov 06, 2012 11:35 am ] |
Post subject: | 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. |
Author: | Bad Boy [ Tue Nov 06, 2012 12:54 pm ] |
Post subject: | 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. |
Author: | Arcalane [ Tue Nov 06, 2012 1:54 pm ] |
Post subject: | 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. |
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