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 AEmitters directionality 
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Data Realms Elite
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Post AEmitters directionality
I'm trying to create a carbine that has a functional bayonet, and to do it I added an AEmitter to the gun in the front part of it.

It works fine, except for one detail; if I aim anywhere with the gun or actor facing to the left, the particles move to the right.

How can I solve that?

The code of the emitter so far:
Code:
AddEffect = AEmitter
   PresetName = Bayonet
   Mass = 0.1
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = ExperimentalStuff.rte/Bayonet.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -6
      Y = -1
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
   EmissionAngle = Matrix
      AngleDegrees = 0
   EmissionOffset = Vector
      X = 6
      Y = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Particle Bayonet
      Spread = 0
      MaxVelocity = 40
      MinVelocity = 40
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 1200
   BurstSize = 2
   BurstScale = 1
   BurstDamage = 0
   BurstTriggered = 0
   EmissionDamage = 0
   Flash = None
   FlashOnlyOnBurst = 0


Thanks.


Mon Apr 11, 2011 12:17 am
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Post Re: AEmitters directionality
Seems like a solution.

I'll try that and check the results, if not, I'll probably go on lua.


Mon Apr 11, 2011 12:26 am
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Post Re: AEmitters directionality
Have several AEmitters that emit sharp MOPixels that stay in place and spread the emitters on the bayonet. Kind of like the Dummy Repeater but instead have about 6 of them on the bayonet at different positions.


Mon Apr 11, 2011 12:34 am
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Post Re: AEmitters directionality
I just realised that the attached emitter doesn't rotate along with the gun.

And if I add a lua script to the emitter making it face the direction of the actor aim angle?

I'll try that.

EDIT: Why do I always forgot the important details?


Mon Apr 11, 2011 12:51 am
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Post Re: AEmitters directionality
I could make it work, but it raped to much terrain, was too overpowered and made the game crash when stabbing a dreadnought (or a dropship).

Guess I'll have to scrap this idea until B25.


Mon Apr 11, 2011 1:36 am
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Post Re: AEmitters directionality
Could it have crashed merely because of lag from inflicting too much damage at one moment?


Tue Apr 12, 2011 11:55 pm
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Post Re: AEmitters directionality
Who knows.

But I'll seriously work out more this idea. And a lot.


Wed Apr 13, 2011 10:55 pm
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