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 AEmitter particle being destroyed without gibbing 
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Joined: Thu May 28, 2009 3:59 pm
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Post AEmitter particle being destroyed without gibbing
I am trying to make a device that digs through things and then after some preset condition to gib into an explosion, but it keeps being destroyed without gibbing before any of the predefined conditions have been met. On some rare occasions it does actually manage to gib correctly, but the vast majority of the time it just stops digging and runs the function Destroy(self). I thought that maybe this was being caused by it settling into the terrain, but shouldn't having a RestThreshold = -500 prevent that? What other reasons might be causing this behavior?


Mon Jul 06, 2009 11:29 pm
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
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Post Re: AEmitter particle being destroyed without gibbing
RestThreshold isn't perfect, it can still be set to settle.

Run self.ToSettle = false; in update.


Tue Jul 07, 2009 12:52 am
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Post Re: AEmitter particle being destroyed without gibbing
Thanks, but it did not help. What else could be causing it "die"?


Tue Jul 07, 2009 1:09 am
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Post Re: AEmitter particle being destroyed without gibbing
Lifetime?
Settling and lifetime expiration are pretty much it I think...


Tue Jul 07, 2009 3:21 am
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Post Re: AEmitter particle being destroyed without gibbing
I have tried Lifetime = 0 and Lifetime = 100000 and it still "dies" without gibbing long before the 100000ms. It does always consistently happen when it is being pushed into the terrain, but not always when buried.
It has GibWoundLimit = 80 and GibImpulseLimit = 10000, and I have thought of increasing the GWL, but want to find a solution that does not make it harder to destroy when being shot at.


Tue Jul 07, 2009 4:54 am
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Joined: Sat Feb 03, 2007 7:11 pm
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Post Re: AEmitter particle being destroyed without gibbing
Try running:

Code:
      particle.ToDelete = false;


Every frame you don't want it to be deleted. (With Lua.)


Tue Jul 07, 2009 5:23 am
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Post Re: AEmitter particle being destroyed without gibbing
particle.ToDelete caused the script to errored out, so I changed it to self.ToDelete = false; but that still has it dying prematurely.


Tue Jul 07, 2009 4:49 pm
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