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tosty
Joined: Fri Sep 21, 2007 4:45 am Posts: 324
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Help With Emitter Weapons
Well i was tring to make a grenade that would through emitter that would spew smoke everywhere but it crashes when you toss it....
I also tried to make a gun that shot a grenade that explode into a flying emitter, it crashes half of the time that the emitter smashes into the ground, it also crashes somtimes when you reloade
I have never had this happen...help???
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Sat Dec 08, 2007 6:22 am |
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hideokuze
Joined: Tue Oct 16, 2007 9:50 pm Posts: 40
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Re: Help With Emitter Weapons
emitter must be gibbed (0.o)
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Fri May 30, 2008 4:29 pm |
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FarvanTorna
Joined: Sat Dec 02, 2006 11:51 pm Posts: 204
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Re: Help With Emitter Weapons
make your nade a wound emitter. so toss it and shoot it. Or make a nade that expodes the emitter nade and have the explode another particles that would wound it.
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Fri May 30, 2008 4:36 pm |
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blipflip
Joined: Fri Dec 22, 2006 12:47 pm Posts: 181 Location: I am the monkey. I can go ANYWHERE.
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Re: Help With Emitter Weapons
Take the atomgroup and deepcheck code from a MOSRotating and splice it into the emitter. Also check that the emitter's sprite isn't null.
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Fri May 30, 2008 5:36 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Help With Emitter Weapons
make the emitter on a MOSRotating, then make the TDExplosive a copy of the MOSRotating
Last edited by whitty on Fri May 30, 2008 10:34 pm, edited 1 time in total.
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Fri May 30, 2008 5:39 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: Help With Emitter Weapons
whitty wrote: make the emitter on a MOSRotating, then make the HDExplosive a copy of the MOSRotating Not to be picky, but it should be TDExplosive.
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Fri May 30, 2008 9:03 pm |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Help With Emitter Weapons
i just woke up when i wrote that but anyways, thats what you need to do
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Fri May 30, 2008 10:34 pm |
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Lord Tim
Joined: Fri Apr 27, 2007 4:55 pm Posts: 1178 Location: America!
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Re: Help With Emitter Weapons
There error wouldn't happen to be a MOPixel Collision Mismatch error thing, would it?
In that case, set GetsHitByMOs to 0 for the particles that are emitted.
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Fri May 30, 2008 11:15 pm |
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