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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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AEmitter on actors
How can i add an aemitter onto an actor that has 10000 emissions a second, without it affecting the actor's fliying pattern or anything.....?
Ive tried making eeverything zero, but it deosnt really work at all...
Could i make the character very heavy, so it wouldnt affect him as much?
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Mon Apr 20, 2009 2:18 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: AEmitter on actors
Add this to the Emissions code:
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Mon Apr 20, 2009 2:22 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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Re: AEmitter on actors
EDIT: Ninja'd by Zalo, though I have this to add You can't make emissions ignore the actor (collision wise) if they're HitsMOs = 1 or GetsHitByMOs = 1.
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Mon Apr 20, 2009 2:24 am |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: AEmitter on actors
It is HitsMOs and GetsHitByMOs 0, but it seems to still effect him, but ill try
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Mon Apr 20, 2009 10:08 pm |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: AEmitter on actors
or for even better efficiency, in the emitter code, JointStiffness = 0
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Tue Apr 21, 2009 10:38 am |
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