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MOSParticle on hit?
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Author:  Magmacow358 [ Sat Feb 16, 2013 1:08 am ]
Post subject:  MOSParticle on hit?

So after a bit of experimenting, I got the unused "Blood blast" particle/wound to start whenever a Coalition's head gibbed. (Add it as one of the gibs) The end result is very satisfying, and now I'm wondering: is it possible to have a MOSParticle be emitted whenever someone is hit by a bullet? Normally, you would have the Entry/exit sprites and some blood pixels, but is there a way to make it so that "Blood blast" or "Blood burst" or whatever else appear when I shoot someone?

I took a wild guess and added it as part of the entry wound
( EntryWound = AEmitter
CopyOf = Wound Flesh Entry
EntryWound = MOSParticle
CopyOf = Blood Burst Particle
ExitWound = AEmitter
CopyOf = Wound Flesh Exit)
but that didn't seem to work.

I appreciate the help

Author:  CaveCricket48 [ Sat Feb 16, 2013 4:19 am ]
Post subject:  Re: MOSParticle on hit?

Wounds on MOs are all AEmitters. What you need to do is create a custom wound emitter that emits the MOSParticle, and use that as your wound.

Author:  Shook [ Sat Feb 16, 2013 6:08 pm ]
Post subject:  Re: MOSParticle on hit?

It's also be possible to append such an emission to the existing wounds via CopyOf, in a manner like this:
Code:
*EntryWound = AEmitter
**PresetName = darp durp new wound lol
**AddEmission = Emission
***EmittedParticle = MOSParticle
****CopyOf = Blood Burst Particle
***ParticlesPerMinute = 0
***BurstSize = 1
***Spread = 0.1
***MaxVelocity = 1
***MinVelocity = 1

Replace each asterisk with a tab. This would make the blood burst particle pop out on hit, but not at any time after that, since its emission rate (ParticlesPerMinute) is set to 0. Also, it is VERY IMPORTANT that you give it a new PresetName, because else it won't work. That said though, in some cases you'll want to create an entirely new emitter for it, since this method basically just appends some code to the end of the copied emitter/wound.

Author:  Magmacow358 [ Sat Feb 16, 2013 8:04 pm ]
Post subject:  Re: MOSParticle on hit?

Shook wrote:
It's also be possible to append such an emission to the existing wounds via CopyOf, in a manner like this:
Code:
*EntryWound = AEmitter
**PresetName = darp durp new wound lol
**AddEmission = Emission
***EmittedParticle = MOSParticle
****CopyOf = Blood Burst Particle
***ParticlesPerMinute = 0
***BurstSize = 1
***Spread = 0.1
***MaxVelocity = 1
***MinVelocity = 1

Replace each asterisk with a tab. This would make the blood burst particle pop out on hit, but not at any time after that, since its emission rate (ParticlesPerMinute) is set to 0. Also, it is VERY IMPORTANT that you give it a new PresetName, because else it won't work. That said though, in some cases you'll want to create an entirely new emitter for it, since this method basically just appends some code to the end of the copied emitter/wound.


I tried doing that, but it just said that reading of the AEmitter failed.

Author:  Shook [ Sat Feb 16, 2013 9:05 pm ]
Post subject:  Re: MOSParticle on hit?

Ah ♥♥♥♥, i forgot the CopyOf part, my bad. :U
CORRECTION:
Code:
*EntryWound = AEmitter
**CopyOf = Wound Flesh Entry // THIS IS WHAT I FORGOT
**PresetName = darp durp new wound lol
**AddEmission = Emission
***EmittedParticle = MOSParticle
****CopyOf = Blood Burst Particle
***ParticlesPerMinute = 0
***BurstSize = 1
***Spread = 0.1
***MaxVelocity = 1
***MinVelocity = 1

The double slashes denote a comment, so it shouldn't have any effect on the code. If it does, just remove it. :U

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