The trail and explosion emitters for some projectiles for a vehicle aren't working. The projectiles are working (They can damage players, and the light attached moves), and the emitters appear when spawned from a brick, but not when attached to the projectile.
Here is the concerned area:
//=================================================
//===========Projectile Data=======================
//=================================================
//===============
//==Damage Type==
//===============
AddDamageType("CrystalHawk", "<bitmap:./Vehicle_CrystalHawk/CI_CrystalHawk> %1", "%2 <bitmap:./Vehicle_CrystalHawk/CI_CrystalHawk> %1", 0.2, 1);
//Display a CI icon when a player is killed by the crystal hawk.
//=================================================
datablock ProjectileData(CrystalHawkProjectile)
{
projectileShapeName = "base/data/shapes/empty.dts"; //Projectile has no shape, so define that here
directDamage = 15; //Projectile takes away 15 HP from the player per hit
directDamageType = $DamageType::CrystalHawk; //CI icon to display
radiusDamageType = $DamageType::CrystalHawk;
brickExplosionRadius = 1;
brickExplosionImpact = true;
brickExplosionForce = 1;
brickExplosionMaxVolume = 2;
brickExplosionMaxVolumeFloating = 2;
impactImpulse = 150;
verticalImpulse = 150;
explosion = CrystalHawkProjectileExplosion;
particleEmitter = CrystalHawkProjectileTrailEmitter;
muzzleVelocity = 110;
velInheritFactor = 2;
armingDelay = 00;
lifetime = 6000;
fadeDelay = 3500;
bounceElasticity = 0.5;
bounceFriction = 0.20;
isBallistic = true;
gravityMod = 0.0;
hasLight = true;
lightRadius = 5.0;
lightColor = "0 50 75";
uiName = "Crystal Hawk Beam";
};
//=================================================
//===========Particle Data=========================
//=================================================
datablock ParticleData(CrystalHawkProjectileTrailParticle)
{
dragCoefficient = 25;
windCoefficient = 0.0;
gravityCoefficient = 0.0;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 50;
lifetimeVarianceMS = 10;
spinSpeed = 10.0;
spinRandomMin = -50.0;
spinRandomMax = 50.0;
useInvAlpha = true;
animateTexture = false;
textureName = "base/data/particles/dot";
colors[0] = ".75 .75 1 1.0";
colors[1] = "0 0.0 1 0.0";
sizes[0] = 0.60;
sizes[1] = 0.80;
};
datablock ParticleEmitterData(CrystalHawkProjectileTrailEmitter)
{
ejectionPeriodMS = 3;
periodVarianceMS = 0;
ejectionVelocity = 0;
velocityVariance = 0;
ejectionOffset = 0;
thetaMin = 0.0;
thetaMax = 90.0;
particles = "CrystalHawkProjectileTrailParticle";
useEmitterColors = true;
uiName = "Crystal Hawk Projectile Trail";
};
datablock ParticleData(CrystalHawkProjectileExplosionParticle)
{
dragCoefficient = 8;
gravityCoefficient = 1;
inheritedVelFactor = 0.0;
constantAcceleration = 0.0;
lifetimeMS = 300;
lifetimeVarianceMS = 100;
textureName = "base/data/particles/cloud";
spinSpeed = 2.0;
spinRandomMin = -20.0;
spinRandomMax = 20.0;
colors[0] = "0 0 1.0 0.5";
colors[1] = "0.50 0.50 0.75 0.0";
sizes[0] = 1.0;
sizes[1] = 0.5;
useInvAlpha = true;
};
datablock ParticleEmitterData(CrystalHawkProjectileExplosion)
{
ejectionPeriodMS = 1;
periodVarianceMS = 0;
ejectionVelocity = 2;
velocityVariance = 1.0;
ejectionOffset = 0.0;
thetaMin = 89;
thetaMax = 90;
phiReferenceVel = 0;
phiVariance = 360;
overrideAdvance = false;
particles = "CrystalHawkProjectileExplosionParticle";
useEmitterColors = true;
uiName = "Crystal Hawk Projectile Explosion";
};