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Re: collision on the particles !!
[Re: VAt]
#26551
04/23/04 07:14
04/23/04 07:14
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Joined: Nov 2003
Posts: 677 There
Julius
Developer
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Developer
Joined: Nov 2003
Posts: 677
There
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one of the AUMs has a tutorial on that. it uses sprites instead of particles. to keep the blood from my entities going through the ground, i use content to check it the particle is in a solid.
hope this helps.
Julian
flabadabadab.
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Re: collision on the particles !!
[Re: Julius]
#26552
04/24/04 00:44
04/24/04 00:44
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Joined: Mar 2004
Posts: 1,201 Switzerland, Baselland
Bird
Senior Developer
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Senior Developer
Joined: Mar 2004
Posts: 1,201
Switzerland, Baselland
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you also can do this with particles:
function not_in_house //function of your particle (my.function=not_in_house;) { if(content(my.x)==in_solid) { my.move=0; my.function=0;//clear the particle } }
- A6pro 6.40.5
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Re: collision on the particles !!
[Re: mk_1]
#26554
04/28/04 23:32
04/28/04 23:32
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Joined: Dec 2003
Posts: 61 Funkytown, USA
feature_creature
Junior Member
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Junior Member
Joined: Dec 2003
Posts: 61
Funkytown, USA
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Each time you create a particle, find it's velocity and do a trace in that direction. Store the z-component of that trace-vector in one of the particle skills (skill_a,skill_b). That way you are only doing one "slow" operation per particle.
When the particle gets to that height, then make it stop, splash, splat, explode, or whatever.
One thing I noticed, is that while this stops the particles, if you have streak (or maybe beam too, I don't know) turned on, the streaks will continue past the point where the particle stops.
One disadvantage with this system: it doesn't work on moving platforms. For the most part, it looks good though.
Curious, but not overwhelmed...demlehwrevo ton tub ,suoiruC
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Re: collision on the particles !!
[Re: Yulor]
#26557
06/29/04 12:23
06/29/04 12:23
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Joined: Mar 2004
Posts: 1,201 Switzerland, Baselland
Bird
Senior Developer
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Senior Developer
Joined: Mar 2004
Posts: 1,201
Switzerland, Baselland
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that would be too slow there are too much particles for a trace from each one to the floor. And with on_solid you mean content_solid, right? i didn't find an on_solid in the manual. But content_solid would be too slow to realise that the particle is on a block. It's only for entitys with collision. sorry But the idea was nice
- A6pro 6.40.5
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