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Shell ejection direction http://45.55.195.193/viewtopic.php?f=1&t=45993 |
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Author: | WobbaWoo [ Mon Sep 21, 2015 1:09 am ] |
Post subject: | Shell ejection direction |
Is there a simple way to control the direction that shells are directed in? From my understanding this can't be done with ShellSpreadRange or ShellAngVelRange, and I wanted to have a forward-ejecting weapon. |
Author: | CaveCricket48 [ Mon Sep 21, 2015 2:34 am ] |
Post subject: | Re: Shell ejection direction |
You should see a ShellVelocity variable in the Round definition. Make the value negative to make shells eject forward. |
Author: | WobbaWoo [ Mon Sep 21, 2015 2:56 am ] |
Post subject: | Re: Shell ejection direction |
Thanks. |
Author: | numanair [ Mon Dec 21, 2015 9:13 pm ] |
Post subject: | Re: Shell ejection direction |
I was just trying to find an answer to this. Is there a way to make them eject at a specific angle? |
Author: | numanair [ Tue Dec 22, 2015 12:17 am ] |
Post subject: | Re: Shell ejection direction |
BlueComet24 and I found a solution! Use an invisible AEmitter as a casing to spawn a copy of the actually visible casing with each shot. EmissionAngle sets the direction of the casings. The SpriteOffset of the AEmitter changes the location of the emitted casings. Code: AddAmmo = AEmitter PresetName = P90 Casing Emitter LifeTime = 1 Mass = 0 GlobalAccScalar = 0 RestThreshold = -500 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp //Invisible AEmitter FrameCount = 1 OrientToVel = 0 SpriteOffset = Vector //Changes ejection position X = -13 Y = 0 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 = 1 AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Casing //Ejected shell. It's what you actually see. BurstSize = 1 Spread = 0.1 MaxVelocity = 10 //Shell max velocity MinVelocity = 8 //Shell min velocity PushesEmitter = 0 InheritsVel = 1 EmissionEnabled = 1 EmissionsIgnoreThis = 1 EmissionAngle = Matrix AngleDegrees = 270 //Ejects straight down. Adjust shell emission angle here. EmissionOffset = Vector //Keep 0,0. Does not mirror. X = 0 Y = 0 ParticlesPerMinute = 1 //1 shell per AEmitter per bullet BurstScale = 1 BurstDamage = 0 BurstTriggered = 1 EmissionDamage = 0 FlashOnlyOnBurst = 0 GibImpulseLimit = 1 GibWoundLimit = 1 AddAmmo = Round PresetName = Round P90 ParticleCount = 1 Particle = MOPixel CopyOf = Bullet P90 Shell = AEmitter //AEmitter instead of the usual MOSParticle CopyOf = P90 Casing Emitter //The AEmitter defined above FireVelocity = 75 ShellVelocity = 0 //Set to 0. Velocity of AEmitter. Separation = 0 |
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