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