So I've run into a problem, and maybe someone knows what I'm talking about. After a certain period, particles fired from guns seem to not effect actors anymore. For example, if I shoot a blast from a shotgun across a long enough distance, it won't hit enemies anymore. The shotgun's particles will simply go behind the invading army. It's like I'm firing on friendly targets.
This is especially annoying because I've made a weapon that relies on long-lived bouncing particles to do damage, but due to this issue, enemies remain unharmed in a room filled with these particles.
There's a weird special case that has me scratching my head: if I fire these particles from a gun, I have problems with them harming actors, but if I explode these particles from a bomb, they behave just like I expect them to. If turned into a bomb, every single one of the particles collides with actors, regardless of team.
In every case, particles collide with scenery.
Here's the misbehaving material:
Code:
//// //Materials //// AddMaterial = Material Index = 192 InstanceName = MFFoam // Bounce = 0.9 Bounce = 1.5 Friction = -1.0 // Friction = 0.0 StructuralIntegrity = 10 DensityKGPerVolumeL = 5 GibImpulseLimitPerVolumeL = 75 GibWoundLimitPerVolumeL = 75 Priority = 1000 Color = Color R = 40 G = 80 B = 90 //// //End Materials ////
And everything else:
Code:
//// //Rounds //// AddAmmo = Round PresetName = MF Spray ParticleCount = 3 Particle = MOPixel PresetName = Particle MFFoam Mass = 1 RestThreshold = 1000 LifeTime = 60000 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 200 G = 200 B = 200 Atom = Atom Material = Material CopyOf = MFFoam TrailColor = Color R = 200 G = 200 B = 200 TrailLength = 3 Shell = None FireVelocity = 20 ShellVelocity = 0 Separation = 8 //// //End Rounds ////
AddAmmo = Magazine PresetName = MFMag Mass = 10 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Omega Industries WMD.rte/WeaponizedFlubber/MFMag.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -4 EntryWound = AEmitter CopyOf = Small Metal Hit WMD ExitWound = AEmitter CopyOf = Small Metal Hit WMD AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 3 Depth = 1 DeepCheck = 1 JointStrength = 200 JointStiffness = 1 JointOffset = Vector X = 0 Y = -1 DrawAfterParent = 0 RoundCount = 600 RegularRound = Round CopyOf = MF Spray
AddDevice = HDFirearm PresetName = NNMRS Description = Among our stranger offerings, the NNMRS (full name Non-Newtonian Metallic Rubber Sprayer) sprays a shower of tiny metallic rubber particles that GAIN energy as they bounce! While the effect this has on the fabric of space-time is unknown, the effect it has indoors is long-lasting destructive chaos! AddToGroup = Weapons Mass = 10 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Omega Industries WMD.rte/WeaponizedFlubber/MFSprayer.bmp FrameCount = 1 SpriteOffset = Vector X = -10 Y = -5 EntryWound = AEmitter CopyOf = Small Metal Hit WMD ExitWound = AEmitter CopyOf = Small Metal Hit WMD GoldValue = 650 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 1 JointStrength = 75 JointStiffness = 0.5 JointOffset = Vector X = -6 Y = 3 DrawAfterParent = 0 StanceOffset = Vector X = 5 Y = 6 SharpStanceOffset = Vector X = 5 Y = 6 SupportOffset = Vector X = 4 Y = 3 SharpLength = 10 Magazine = Magazine CopyOf = MFMag ParentOffset = Vector X = -2 Y = 1 Flash = None FireSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/Diggers/DiggerSound.wav LoopSetting = -1 // Means loop until stopped EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 5000 ReloadTime = 1500 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 2 SharpShakeRange = 1 NoSupportFactor = 2 ParticleSpreadRange = 8 ShellSpreadRange = 0 ShellAngVelRange = 0 MuzzleOffset = Vector X = 12 Y = 0 EjectionOffset = Vector X = 1 Y = -1 GibSound = Sound AddSample = ContentFile Path = Omega Industries WMD.rte/GXDM12/GXDM12_explode01.wav AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 4 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 6 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 4 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small D Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Particle MFFoam Count = 600 MinVelocity = 50 MaxVelocity = 65 AddGib = Gib GibParticle = MOSParticle CopyOf = Side Thruster Blast Ball 1 Count = 16 MinVelocity = 40 MaxVelocity = 65 AddGib = Gib GibParticle = MOSRotating CopyOf = Gib Device Small H Count = 1 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Glow Explosion Huge // AddGib = Gib // GibParticle = MOPixel // CopyOf = Air Blast /// Count = 1 // MinVelocity = 40 // MaxVelocity = 65
GibWoundLimit = 7
Halp. I remember this working in an earlier build.
Tue Apr 15, 2014 8:12 am
Abdul Alhazred
DRL Developer
Joined: Tue Aug 11, 2009 5:09 am Posts: 395
Re: Particles stop doing things...?
All MOPixels have two new ini-properies: MinLethalRange and MaxLethalRange. These are float values [0..infinity] for making pixels lose sharpness over range (for shotguns etc.) MOPixels from guns lose sharpness after travelling ~(SharpAim+ScreenWidth/2)*Random(MinLethalRange, MaxLethalRange) Other MOPixels e.g. gibs lose sharpness after travelling ScreenWidth*Random(MinLethalRange, MaxLethalRange). Default is 1.0 for both values.
In short: Add
Code:
MinLethalRange = 5 // 2 = double the range (duh) MaxLethalRange = 5
to the MOPixel.
B30 is still in beta but we will publish a list of all new ini-properies and lua functions when B30 is released.
Tue Apr 15, 2014 1:05 pm
MSB3000
Joined: Tue Oct 06, 2009 2:24 am Posts: 13
Re: Particles stop doing things...?
Yes! Perfect, thanks! At first, that wasn't working for some reason, but then it did after I started hitting it with a wrench.
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