rujuro on 15/3/2005 at 21:15
Elaborate hacks are the best kind! Yeah, definitely need emitters to replace the Garrett-centric one that are all turned on whenever a entrance volume is breached.
OrbWeaver on 15/3/2005 at 22:19
How about a grid of tesselated volumes, each of which with its own emitter, which turns on if and only if Garrett is in either its own volume, or one of the eight adjacent volumes?
Zillameth on 15/3/2005 at 22:23
There is no need to be a whole ton of them, and you only need to turn them all on at once if it is possible to see them all at once, which is a case only when your outdoors are small, because even in a large, empty courtyard distant rain emitters are obscured by... near rain emitters. :)
Bumbleson on 16/3/2005 at 00:48
I have attached the rain emitter to Garrett (with a RigidAttachment link from the PlayerStart - is that ok?), but now it doesn't rain anymore. What's wrong?
rujuro on 16/3/2005 at 04:55
No, I think you'll need to attach the rain to Garrett himself in the actor browser, otherwise you're just attaching it to the start point.
OrbWeaver on 16/3/2005 at 20:02
Quote Posted by Zillameth
There is no need to be a whole ton of them, and you only need to turn them all on at once if it is possible to see them all at once, which is a case only when your outdoors are small, because even in a large, empty courtyard distant rain emitters are obscured by... near rain emitters. :)
I wasn't suggesting turning them all on at once, just the ones that are above or adjacent to the player.
Bumbleson on 17/3/2005 at 00:49
Quote Posted by rujuro
No, I think you'll need to attach the rain to Garrett himself in the actor browser, otherwise you're just attaching it to the start point.
Which actor would I use for that? I tried Pawn > PlayerPawn > Garrett > PlayerGarrett and attached it to his head, but it doesn't have any effect. The emitter stays at the place where I put it in the map and it doesn't follow Garrett.
rujuro on 17/3/2005 at 02:28
I think that's the one (not sure though), does the emitter have notmoveablerender set to false in the actor properties? Also some setting called nottickable or something should be set false.
And you are attaching it in the actor browser, right? Not in the level.
Zillameth on 17/3/2005 at 11:06
Quote Posted by OrbWeaver
I wasn't suggesting turning them all on at once, just the ones that are above or adjacent to the player.
I know, I was referring to rujuro's and Krypt's posts. :)
Bumbleson on 18/3/2005 at 00:59
Quote Posted by rujuro
And you are attaching it in the actor browser, right? Not in the level.
I tried both:
1. Attaching the emitter I placed in the map to PlayerGarrett -> No effect in game
2. Creating the emitter in the actor browser (or using an existing emitter) and attaching it to PlayerGarrett -> also no effect in game.
If I place the attached emitter in the map, it shows up but doesn't move. If I only attach it in the browser but don't place it in the map, nothing happens. I also changed the offset properties in case the emitter would stick somewhere inside Garrett, but that also had no effect.
A bad side-effect: If I attach the emitter in the actor browser, place it in the map and then delete it, I get the error "there's no camera" and T3Ed crashes.
I think I need step-by-step instructions :p