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Smart emitter + Particle slowing http://45.55.195.193/viewtopic.php?f=73&t=16479 |
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Author: | CrazyMLC [ Wed Sep 09, 2009 3:36 am ] |
Post subject: | Smart emitter + Particle slowing |
How would I go about making an emitter on a craft fire when there is something in it's general range of fire. (in relation to the craft: DOWN. I do not want my craft to be at an angle and activate the emitter when something is under it.) I also would like to know how to make code that divides a particle's speed by some variable when it hits terrain. |
Author: | piipu [ Wed Sep 09, 2009 2:27 pm ] |
Post subject: | Re: Smart emitter + Particle slowing |
Code: self.ToActivate = false for thingie in MovableMan.Actors do if math.abs((thingie.Pos - self.Pos).AbsRadAngle - (self.RotAngle - math.pi / 2)) < ([emitter spread] - math.atan(thingie.Diameter / (self.thingie.Pos - self.Pos).Magnitude)) then self.ToActivate = true end end self.emitter:EnableEmission(ToActivate) |
Author: | CrazyMLC [ Thu Oct 01, 2009 1:52 am ] |
Post subject: | Re: Smart emitter + Particle slowing |
So Code: function Update(self) for actor in MovableMan.Actors do if actor.Team ~= self.Team then if math.abs((actor.Pos - self.Pos).AbsRadAngle - (self.RotAngle - math.pi / 2)) < (2 - math.atan(actor.Diameter / (self.actor.Pos - self.Pos).Magnitude)) then self:EnableEmission(true) end else self:EnableEmission(false) end end end Applied to the emitter, right? |
Author: | piipu [ Thu Oct 01, 2009 5:26 am ] |
Post subject: | Re: Smart emitter + Particle slowing |
Yes. Though it won't work if you simply attach the emitter to the ship. It needs to be either lua-attached or attachable hacked before it'll work. |
Author: | CrazyMLC [ Sat Oct 03, 2009 9:03 pm ] |
Post subject: | Re: Smart emitter + Particle slowing |
How would I do that? |
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