Author Topic: Emitter Image: Will not go in a flat circle when it should  (Read 1609 times)

The image works fine, and it goes in a circle when positioned right, like this:



Then when I look down, I have this



I am not sure what the issue is, here is the image code.

Code: [Select]
datablock ShapeBaseImageData(LevelUpImage)
{
shapeFile = "base/data/shapes/empty.dts";
emap = false;

mountPoint = $HipSlot;
rotation = "1 0 0 -90";
offset = "0 0 -2.5";

stateName[0] = "Ready";
stateTransitionOnTimeout[0] = "FireA";
stateTimeoutValue[0] = 0.01;

stateName[1] = "FireA";
stateTransitionOnTimeout[1] = "Done";
stateWaitForTimeout[1] = true;
stateTimeoutValue[1] = 6;
stateEmitter[1] = LevelingUpTTEmitter;
stateEmitterTime[1] = 6;

stateName[2] = "Done";
stateScript[2] = "onDone";
};
« Last Edit: June 26, 2013, 01:27:31 AM by Advanced Bot »

I have a theory. Your image is mounted to the hip slot. When you look down the hip slot is rotated forwards and so is the circle. Because your emitter always goes upwards the circle feature is destroyed and it turns into a wall of flames.

I have a theory. Your image is mounted to the hip slot. When you look down the hip slot is rotated forwards and so is the circle. Because your emitter always goes upwards the circle feature is destroyed and it turns into a wall of flames.
Is there any other way of making a circle if a slot can't fix it?

Is there any other way of making a circle if a slot can't fix it?

Mount it to something that doesn't rotate with the player's pitch.



Mount it to something that doesn't rotate with the player's pitch.
So what? A foot?

So what? A foot?

The pants? Oh. How did I forget that they rotate too? Wow.

I actually don't think there is a bone that does not rotate with the player. There are two "root" bones that should not rotate with the waist called main and start but I have no clue how you would/if you can mount to those.

I actually don't think there is a bone that does not rotate with the player. There are two "root" bones that should not rotate with the waist called main and start but I have no clue how you would/if you can mount to those.
I'm pretty sure the feet don't rotate with pitch. They do with yaw though.

I'm pretty sure the feet don't rotate with pitch. They do with yaw though.
Which isn't a problem in this case, but those bones do move when you walk forward which would cause the ring of fire to move/rotate as well.

You could try spawning it as a projectile on/under the player.

You could try spawning it as a projectile on/under the player.
It wouldn't go well as you think. The emitter would stay in that position for about 6 seconds (image time that I set it). I am thinking of a staticshape, but sure if it will work though.

Which isn't a problem in this case, but those bones do move when you walk forward which would cause the ring of fire to move/rotate as well.
I guess you could always change the player to a playertype that can't move, just for while the fire is going.
It wouldn't go well as you think. The emitter would stay in that position for about 6 seconds (image time that I set it). I am thinking of a staticshape, but sure if it will work though.
A static shape for what?