Generate System On Collision
Silverwing
bulletsponge Join Date: 2003-11-23 Member: 23395Members, Constellation
<div class="IPBDescription">Only PS?</div> I am fooling around with particles atm and I had this thought:
Can particle systems activate sounds on collision?
I have tried just putting the name of a target_mp3audio there without much luck. I guess since it says "...<i>system</i> on coll..." it is only PS it can generate. Anyone have a workaround?
The reason for this is: I have a large room with a ps that generates a few drips of water now and then and I want the water to make a dripping sound when it hits the surface but only then...
(Also, on a related note, I cant seem to find a good sprite for the rings in the water... any volunteers? (Nor can I make the second system spawn tbh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ))
Can particle systems activate sounds on collision?
I have tried just putting the name of a target_mp3audio there without much luck. I guess since it says "...<i>system</i> on coll..." it is only PS it can generate. Anyone have a workaround?
The reason for this is: I have a large room with a ps that generates a few drips of water now and then and I want the water to make a dripping sound when it hits the surface but only then...
(Also, on a related note, I cant seem to find a good sprite for the rings in the water... any volunteers? (Nor can I make the second system spawn tbh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ))
Comments
I guess I will use a generic for the sound.
I still cant get proper rings in the water but then, I read somewhere that PS wont collide with water so... meh... no rings in the water??
A PS won't collide with water (or players) because they aren't considered solid. You could fake it - if the players aren't going to be swimming in the water - by putting an invisible brush there for the particles to hit, or you could add to a multimanager like above and trigger a second particle system at the same time as the sound.