Author Topic: Projectile Trail + Explosion not showing  (Read 509 times)

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:
Code: [Select]
//=================================================
//===========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";

};



Define the particles and emitters first. If you define an object before its required objects are also defined it probably isn't going to work.

Thanks.

However:
The projectile explosion emitters still won't appear.
« Last Edit: June 25, 2012, 11:06:26 AM by Steemer »