Particle Systems: "generate System On Collision"
watch_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-->
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
1. an animated water puddle texture with ripple effect.
2. a couple animated splash sprite sitting at the bottom of the particle effect.
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-->
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.