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 Please Help! 
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Joined: Sun Dec 16, 2012 8:33 pm
Posts: 6
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Post Please Help!
For some reason, no matter what variable I think I should change the AEmitter I shoot always gibs on impact. This is basically a flying, all around digger, but makes no use if it doesn't ricochet- It just breaks whenever it hits the ground in front of me or a corner or flat wall in front of me. Please, any help? I've spent at least an hour trying to figure it out.



Code:
AddEffect = MOPixel
   PresetName = Vaporizer Bullet
   Mass = .05
   RestThreshold = 500
   LifeTime = 15
   Sharpness = 13
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 000
      G = 255
      B = 000
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 000
         G = 255
         B = 000
      TrailLength = 50

      
AddAmmo = AEmitter
   PresetName = Vaporizer Drop
   Mass = 3
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = New.rte/Devices/Sprites/Try.bmp
   FrameCount = 4
   LifeTime = 2500
   RestThreshold = -1
   FrameCount = 1
   EmissionOffset = Vector
      X = 0
      Y = 0
   SpriteOffset = Vector
      X = 0
      Y = 0
   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
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Vaporizer Bullet
      ParticlesPerMinute = 100000
      StartTimeMS = 0
      BurstSize = 5
      Spread = 3.14
      MaxVelocity = 100
      MinVelocity = 100
      PushesEmitter = 0
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   BurstTriggered = 1   
   GibImpulseLimit = 5000   
      
   
AddAmmo = Round
   PresetName = Round Vaporizer
   ParticleCount = 1
   Particle = AEmitter
      CopyOf = Vaporizer Drop
   Shell = MOSParticle
      CopyOf = Casing
   FireVelocity = 50
   ShellVelocity = 12
   Separation = 0


Mon Dec 17, 2012 10:16 am
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Joined: Sun Jul 22, 2012 3:06 pm
Posts: 128
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Post Re: Please Help!
I'm not entirely sure why you want it to ricochet.. because if it has enough force to ricochet, you can just launch these things at players anyways.. i.e. it's more useful as a weapon than to dig with.

You may want to consider making your own Materials.ini in your .rte, containing a material that's more bouncy - and then assign the emitter to emit from that material.



I put stars next to everything I changed.. how many shots did you have in mind for this thing to shoot anyways? :P I used a fairly fast-paced device and occasionally there were still shots that disappeared on contact with concrete so I have no idea what causes that considering the lifetime is supposed to be 7s. *shrug*


Mon Dec 17, 2012 3:21 pm
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Joined: Sun Dec 16, 2012 8:33 pm
Posts: 6
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Post Re: Please Help!
Corpsey wrote:
I'm not entirely sure why you want it to ricochet.. because if it has enough force to ricochet, you can just launch these things at players anyways.. i.e. it's more useful as a weapon than to dig with.

You may want to consider making your own Materials.ini in your .rte, containing a material that's more bouncy - and then assign the emitter to emit from that material.

I put stars next to everything I changed.. how many shots did you have in mind for this thing to shoot anyways? :P I used a fairly fast-paced device and occasionally there were still shots that disappeared on contact with concrete so I have no idea what causes that considering the lifetime is supposed to be 7s. *shrug*



The original thought behind this device would be that it is the ultimate base defense tool haha. It is a fuzzy ball of instant gib - the particles are just sharp enough to break up people instantly, but will not break the concrete that the particles bounce off of. So, I want this to bounce around between the walls of my base killing them and cleaning up their dead bodies at the same time. But, somehow, especially when using a small sprite, the emitter gibs on impact. Or like you said it just hits the concrete and disappears.


Mon Dec 17, 2012 10:46 pm
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Joined: Sun Jul 22, 2012 3:06 pm
Posts: 128
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Post Re: Please Help!
You should have said that instead of

Quote:
This is basically a flying, all around digger


.. Because at one point it actually was doing that quite well.. just change the sharpness back to 15 and fire velocity to 50 again. Although I STILL think you'd have better luck tying the AEmitter to a new material that's bouncier than normal. You could even have another particle emission push the thing so it never actually stops.


Tue Dec 18, 2012 5:28 am
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