
 Re: why isn't this working?
 
					
						The zeros mean it'll gib the instant it's hit by anything, but I'm fairly certain it does need to be hit by something in order to gib.
To attach a jostling emitter, do like so.
Code:
   AddEmitter = AEmitter
      CopyOf = MGL Magazine Gibber
But it might be simpler to forget the emitter and gib limits, and instead attach a little Lua script.
Code:
function Update(self)
   self:GibThis()
end
 Or you could just make the sound spawner an emitter in the first place, which emits nothing and makes your sound from a burst in the emission of nothing, like this.
Code:
AddAmmo = AEmitter
   PresetName = Sound Emitter
   Mass = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   LifeTime = 1
   FrameCount = 1
   SpriteOffset = Vector
      X = -3
      Y = -2
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1
   DeepCheck = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   BurstTriggered = 1
   BurstSound = Sound
      AddSample = ContentFile
         FilePath = Shadow Echelon.rte/Effects/Sounds/Gore/KF_Gibs_Small1.wav