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Getting my emitters to emit
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Author:  Squeegy Mackpy [ Tue Dec 21, 2010 2:06 pm ]
Post subject:  Getting my emitters to emit

I have a cave, it has dripping water emitters on some stalactites, but they don't drip. They just sit their on the stalactites like stuck up little shits and refuse to drip water like I've told them to.

The emitter is a quick edit of the eggsack found in the exploration mission. Can anyone see anything wrong with it? Is there some newbie mistake I've made?

Code:
AddActor = AEmitter
   PresetName = Drippy
   PinStrength = 10000
   Mass = 15
   GoldValue = 500
   Buyable = 0
   RestThreshold = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Megacave.rte/Drip.bmp
   FrameCount = 1
   SpriteAnimMode = 1
   SpriteAnimDuration = 400
   SpriteOffset = Vector
      X = 0
      Y = 0
   HFlipped = 0
   EntryWound = AEmitter
      CopyOf = Wound Bone Entry
   ExitWound = AEmitter   
      CopyOf = Wound Bone Exit
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bone
      Resolution = 1
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bone
      Resolution = 4
      Depth = 6
   DeepCheck = 1
   GibSound = Sound
      AddSample = ContentFile
         FilePath = Base.rte/Actors/Chomp.wav
      Priority = 2
   EmissionsIgnoreThis = 1
   EmissionDamage = 0
   EmissionOffset = Vector
      X = 0
      Y = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Drop Brain Fluid
      ParticlesPerMinute = 15
      BurstSize = 0
      Spread = 0
      MaxVelocity = 1.0
      MinVelocity = 0
      PushesEmitter = 0
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Drop Brain Fluid Dark
      ParticlesPerMinute = 10
      BurstSize = 0
      Spread = 0
      MaxVelocity = 1.0
      MinVelocity = 0
      PushesEmitter = 0
   Team = 0
   GibImpulseLimit = 25
   GibWoundLimit = 50

Author:  Petethegoat [ Wed Dec 22, 2010 12:55 am ]
Post subject:  Re: Getting my emitters to emit

BurstSize = 0

Also, DeepCheck = 0, and you don't need to define a DeepGroup at all.

Author:  Squeegy Mackpy [ Wed Dec 22, 2010 3:13 am ]
Post subject:  Re: Getting my emitters to emit

Fixed now. I also needed to add an emissionenabled = 1.

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