Particle Systems: "generate System On Collision"

watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
<div class="IPBDescription">How exactly does this work?</div> The way that this <b>should</b> work, in my mind, is to spawn the named particle system at the point of which the impact occured. I've tried basing the parameters around this but I can't seem to get it to work. Is there something I have gotten really wrong?

BTW, the effect I'm trying to create is water dripping from the ceiling and making little splashes when it hits the floor <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    edited February 2003
    I think that flag makes it so the particles don't get crowded at the outlet.
  • MendaspMendasp I touch maps in inappropriate places Valencia, Spain Join Date: 2002-07-05 Member: 884Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Gold, NS2 Map Tester, Reinforced - Shadow, WC 2013 - Shadow, Retired Community Developer
    afaik it just doesn't work...
  • tommy14tommy14 Join Date: 2002-11-15 Member: 8839Members
    if you want little spashes by the floor, i can think of 2 workarounds.

    1. an animated water puddle texture with ripple effect.

    2. a couple animated splash sprite sitting at the bottom of the particle effect.
  • chubbystevechubbysteve Join Date: 2002-10-14 Member: 1496Members, Constellation
    Is there a 'bounce' flag or setting. That would be what your looking for.
  • CageyCagey Ex-Unknown Worlds Programmer Join Date: 2002-11-15 Member: 8829Members, Retired Developer, NS1 Playtester, Constellation
    watch - I think it would do what you're describing if it was enabled, but I don't know if it's functional.

    I'm currently compiling the changes between the NSTR mapping guidelines and the true NS 1.0x entity spec... if you spot any other discrepancies, please let me know <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • YamazakiYamazaki Join Date: 2002-01-24 Member: 21Members, NS1 Playtester, Contributor
    Collide flag must be on
    The field for the entity to be generated must be the name of the second Partitcle entity
    The second particle entity must be point-based and not start on

    As far as I know this feature is working, as I don't recall Flayra ever mentioning that it was pulled out. It worked just fine in previous versions of NS during beta testing, as well as in the NSTR2.
  • FlayraFlayra Game Director, Unknown Worlds Entertainment San Francisco Join Date: 2002-01-22 Member: 3Super Administrators, NS2 Developer, Subnautica Developer
    I commented on this in another thread, but here goes again: I removed the feature at the last minute when shipping v1.0 because I was having problems with it. I just fixed this again, so it will work properly in v1.1.
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