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	 How should I make a stationary MOPixel?   
	
        
        
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				 ryry1237 
				
				
					 Joined: Sun Dec 25, 2011 7:23 am Posts: 269
				 
				 
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				  How should I make a stationary MOPixel?  
					
						Currently, I have a TDExplosive that gibs into a single MOPixel (which will be scripted to do stuff, but that's something else). Only problem is that whenever I set the velocity of the gibbed MOPixel to zero, the MOPixel just disappears (I can tell since I gave the pixel a huge glow halo).  I'm pretty sure it isn't the LifeTime or RestThreshold since I have both of them set to 10000 (10 seconds). I did set GlobalAccScalar = 0 if that matters. This problem doesn't seem to occur if I use any other particle (AEmitter, MOSRotating, MOSParticle ect.), only for MOPixels.
  An alternative solution to this is if someone can tell or show me how to attach a glow to anything other than a MOPixel.
  Thanks 
					
  
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			| Fri Jan 06, 2012 5:21 pm | 
			
				
					 
					
					 
				  
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				 Shook 
				
				
					 Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
				 
				 
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				  Re: How should I make a stationary MOPixel?  
					
						Try removing the RestThreshold line altogether (i doubt it will have any effect, but hey), and set AirResistance = 1 (add the line anywhere if it isn't there). The latter makes anything utterly and totally immobile. If that doesn't work, show the relevant piece of INI, people can be more useful that way.    
					
  
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			| Fri Jan 06, 2012 9:55 pm | 
			
				
					 
					
					 
				    
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				 TheLastBanana 
				DRL Developer 
				
					 Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
				 
				 
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				  Re: How should I make a stationary MOPixel?  
					
						MOPixels (and MOSParticles) erase themselves, actually. It's kind of annoying, but you can deal with it with Lua. Just add this script to it: Code: function Update(self)     self.ToDelete = false;     self.ToSettle = false;     self.Age = 0; end The script is untested, but it should do the trick.    
					
  
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			| Fri Jan 06, 2012 10:31 pm | 
			
				
					 
					
					 
				    
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				 Asklar 
				Data Realms Elite 
				
					 Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
				 
				 
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				  Re: How should I make a stationary MOPixel?  
					
						Wait a minute, what do you mean with "erase themselves"?
  Also, pinning it wouldn't have solved it? 
					
  
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			| Sat Jan 07, 2012 1:47 am | 
			
				
					 
					
					 
				  
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				 ryry1237 
				
				
					 Joined: Sun Dec 25, 2011 7:23 am Posts: 269
				 
				 
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				  Re: How should I make a stationary MOPixel?  
					
						What does pinning (and if related, pin strength) do? 
					
  
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			| Sat Jan 07, 2012 4:33 am | 
			
				
					 
					
					 
				  
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				 Asklar 
				Data Realms Elite 
				
					 Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
				 
				 
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				  Re: How should I make a stationary MOPixel?  
					
						PinStrength pins an object, literally. It'll stay were it was spawned. Now, the value you set the PinStrength is how much force you need to use to un-pin said object.
  For example, if I pin an object with PinStrength = 10, and then I throw a flying dreadnought at it, the object should get un-pinned. Keep in mind that if the strength is higher than the GibImpulseLimit the object will gib before un-pinning (or it will un-pin and then gib, I don't know really). For example, when you shoot a brain case with a mass oriented weapon like the revolver cannon. 
					
  
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			| Sat Jan 07, 2012 4:49 am | 
			
				
					 
					
					 
				  
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				 ryry1237 
				
				
					 Joined: Sun Dec 25, 2011 7:23 am Posts: 269
				 
				 
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				  Re: How should I make a stationary MOPixel?  
					
						TheLastBanana wrote: MOPixels (and MOSParticles) erase themselves, actually. It's kind of annoying, but you can deal with it with Lua. Just add this script to it: Code: function Update(self)     self.ToDelete = false;     self.ToSettle = false;     self.Age = 0; end The script is untested, but it should do the trick.   Thanks for the tip, but the MOPixel keeps disappearing anyways Here's the code for the MOPixel Code: AddEffect = MOPixel    PresetName = Time Particle    Mass = 0.001    PinStrength = 1    AirResistance = 1    GlobalAccScalar = 0    Sharpness = 0    LifeTime = 10000    RestThreshold = 10000    HitsMOs = 0    GetsHitByMOs = 0    ScriptPath = TimeSphere.rte/SlowMo.lua    Color = Color       R = 125       G = 225       B = 225    Atom = Atom       Material = Material          CopyOf = Air       TrailColor = Color          R = 255          G = 255          B = 255       TrailLength = 0 [i]bit of coding for the glow but that's not important[/i] And here's the code for the TDExplosive Code: AddDevice = TDExplosive    PresetName = Time Bomb    Description = Deals no damage, but slows down everything in its explosion radius.    AddToGroup = Bombs    Mass = 2    RestThreshold = -500    HitsMOs = 1    GetsHitByMOs = 1    SpriteFile = ContentFile       FilePath = TimeSphere.rte/Sprites/HourGlass.bmp    FrameCount = 1    SpriteOffset = Vector       X = -3.5       Y = -5.5    EntryWound = AEmitter       CopyOf = Dent Metal No Spark    ExitWound = AEmitter       CopyOf = Dent Metal No Spark    GoldValue = 18    AngularVel = 7[/color]    AtomGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 2       Depth = 2    DeepGroup = AtomGroup       AutoGenerate = 1       Material = Material          CopyOf = Military Stuff       Resolution = 4       Depth = 10    DeepCheck = 0    JointStrength = 65    JointStiffness = 0.5    JointOffset = Vector       X = 0       Y = 2    DrawAfterParent = 0    StanceOffset = Vector       X = 8       Y = 5    StartThrowOffset = Vector       X = -12       Y = -5    EndThrowOffset = Vector       X = 12       Y = -5    MinThrowVel = 5    MaxThrowVel = 22    TriggerDelay = 3000    ActivatesWhenReleased = 0    EffectOnGib = 1    EffectAlwaysShows = 1    ScreenEffect = ContentFile       Path = Base.rte/Effects/Glows/YellowHuge.bmp    AddGib = Gib       GibParticle = MOPixel          CopyOf = Time Particle       Count = 1       Spread = 0       MinVelocity = 0       MaxVelocity = 0       InheritsVel = 0    GibImpulseLimit = 10    GibWoundLimit = 2 edit: grayed out parts that I'm pretty sure aren't related to the problem, but still put in anyways in case they do make a difference edit2: realized you can't gray out code Played around with PinStrength, but I didn't notice anything different.  
					
  
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			| Sat Jan 07, 2012 4:58 am | 
			
				
					 
					
					 
				  
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				 ryry1237 
				
				
					 Joined: Sun Dec 25, 2011 7:23 am Posts: 269
				 
				 
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				  Re: How should I make a stationary MOPixel?  
					
						Code: function Update(self)    if (self.Vel.X = 0) == false then           self.Vel.X = 0    end    if (self.Vel.Y = 0) == false then           self.Vel.Y = 0    end end
  edit: scratch that, it's still not working  
					
  
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			| Sat Jan 07, 2012 5:18 am | 
			
				
					 
					
					 
				  
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				 TheLastBanana 
				DRL Developer 
				
					 Joined: Wed Dec 13, 2006 5:27 am Posts: 3138 Location: A little south and a lot west of Moscow
				 
				 
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				  Re: How should I make a stationary MOPixel?  
					
						Asklar wrote: Wait a minute, what do you mean with "erase themselves"? MOPixels and MOSParticles automatically delete themselves if they're stuck in one place for too long. Like I said, use my script, and they'll stop disappearing. You're correct about PinStrength, though - that'll keep them in place like he wants.  
					
  
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			| Sat Jan 07, 2012 9:50 pm | 
			
				
					 
					
					 
				    
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