Author Topic: Projectile Particle Emitter goes backwards? [SOLVED]  (Read 971 times)

The creepkill spray's projectile takes after the stablepaintprojectile, yet didn't have the spray line effect, it just had the splash effect after it hits the bricks.  So I added particleEmitter = stablePaintEmitter;

Now it has the spray line effect, but it sprays both forwards and backwards at the same time.  How do I make it spray just like the stable paint spray?

Code: [Select]
datablock ProjectileData(CreepKillProjectile : stablePaintProjectile)
{
   directDamage        = 0;
   impactImpulse       = 1300;
   verticalImpulse     = 1300;
   explosion           = CreepKillExplosion;

   muzzleVelocity      = 40;
   velInheritFactor    = 0;

   armingDelay         = 0;
   lifetime            = 275;
   fadeDelay           = 70;
   bounceElasticity    = 0;
   bounceFriction      = 0;
   isBallistic         = false;
   gravityMod = 0.0;

   hasLight    = false;
   lightRadius = 3.0;
   lightColor  = "0 0 0.5";
  
   uiName = "Creep Kill";
   particleEmitter = stablePaintEmitter;
   creepDamage = 5;
};
« Last Edit: December 24, 2014, 06:25:07 AM by Tezuni 2.0 »



Muffin's guide was good, but not enough to know what the hell was going on.

Anyways through much testing I found it was the ejectionVelocity value responsible for the backwards spray.

ejectionVelocity = 0.0; and you get a nice straight spray

ejectionVelocity = 100.0; and you get a particles flying around you like you're inside a hurricane