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 Gibbing MOSParticles 
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REAL AMERICAN HERO
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Post Re: Gibbing MOSParticles
From Build 1 .inis:
Code:
   # The resolution of the auto AtomGroup, 1 being the highest, and lower as higher.
   # if 0, the global AG resolution setting is used.
   2


Code:
   # The depth of the auto AtomGroup into the sprite, 0 being right on the surface
   # and 1 being one pixel into the surface.
   0


I have no idea what Resolution is. Still. But Depth SORT OF makes sense. I don't know why it exists; but.


Sat Apr 19, 2008 5:41 am
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Post Re: Gibbing MOSParticles
I'm pretty sure the way it works is that the AtomGroup doesn't collide with the terrain... but the DeepGroup does, and if you don't give it a DeepGroup, then the DeepGroup is automatically a single pixel at the SpriteOffset. The object will hit the terrain only if the DeepGroup hits it. That's why MOSParticles' image goes into the terrain, but doesn't affect it, it automatically gets the single pixel DeepGroup. The AtomGroup is for colliding with Actors and other Moving Objects(Classes with MO in front). I assume that when you add the AtomGroup at a high depth, you could intersect that actor with other actors. Depth isn't limited to 0 or 1 at least, anymore.

I think maybe resolution just changes the percentage of pixels that are actually used to detect collision in the AtomGroup. If less, it speeds the game up, but might have a small chance of missing.


Sat Apr 19, 2008 5:11 pm
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Post Re: Gibbing MOSParticles
If you're right about deepgroup, then you could make guns that shoot through terrain without harming it.
There was a weapon called the Phase rifle in a build a while ago, anyone know how it worked? (it shot bullets that ignored terrain)


Sun Apr 20, 2008 3:13 am
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Post Re: Gibbing MOSParticles
That was by Control and used Seperation.

If I recall correctly.


Sun Apr 20, 2008 3:16 am
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Post Re: Gibbing MOSParticles
I don't know what that is.
Also, it's separation.


Sun Apr 20, 2008 4:33 am
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Post Re: Gibbing MOSParticles
SepAration is similar to SkipPixels. I think.

I'm not entirely sure, having never used it. But that's what it used.

Ask Alenth.


Sun Apr 20, 2008 5:11 am
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Post Re: Gibbing MOSParticles
õ_O

Well, I might try it out, just to see if it works.

*edit*
After changing a whole bunch of variables of CannonGibA, I got one interesting result.
DeepGroup is definitely to do with erasing terrain.
DeepCheck seems to be "Does DeepGroup do anything?".
And AtomGroup is as what people know it to be, terrain collisions.

Here's the file with the very interesting result, in this, AtomGroup had AutoGenerate = 0, And DeepGroup had AutoGenerate = 1. So I ended up with spinning objects that erased terrain before they could make contact with it. (AtomGroup was a single pixel in the middle)


Attachments:
File comment: O_o
Gun Template.rte.rar [334.18 KiB]
Downloaded 138 times
Sun Apr 20, 2008 8:06 am
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Post Re: Gibbing MOSParticles
Errr... EXCUSE ME GRIF?

That would be me.

And what seperation does is draw a line from the muzzleoffset out to however many pixels the seperation is set to. My Phase Rifle and Disruption Rifle used massive seperation coupled with lots of particles all being shot at once. That creates a line of death.


Sun Apr 20, 2008 5:16 pm
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Post Re: Gibbing MOSParticles
D'oh, sorry 'bout that.


Sun Apr 20, 2008 6:46 pm
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So if you put separation on the SMG, would it shoot through walls?

Also, what do you type for the variable?


Mon Apr 21, 2008 8:00 am
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Post Re: Gibbing MOSParticles
Seperaton is a Round variable. You have to change it in the bullet.


Mon Apr 21, 2008 3:11 pm
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Post Re: Gibbing MOSParticles
Oh that.
I thought that was to do with how far apart each fired particle was. (like, making shotgun spreads have a minimum spread)


Tue Apr 22, 2008 8:55 am
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Post Re: Gibbing MOSParticles
No, that's, get this, ParticleSpreadRange.

Which is defined in the gun.


Tue Apr 22, 2008 11:41 pm
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Post Re: Gibbing MOSParticles
Yeah, in hindsight it was pretty dumb.
Ok, I'll try it out.


Wed Apr 23, 2008 6:34 am
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