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Re: Cob and emit-sfx 2048 glow ball issue

Posted: 02 Jan 2011, 11:47
by KDR_11k
Oh, okay.

What was the current issue with it? It shouldn't be shooting skyward anymore.

EDIT: Okay, worked fine for me as the gun on the Air Raid plane (which is emit-sfxed when you press the fire button).

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 02 Jan 2011, 17:31
by bobthedinosaur
Forboding Angel wrote:
bobthedinosaur wrote:I dont know about ballistics but i just did emit weapons that were nto missiles. infact that what i was doing when i was trying to do something else. I was emiting lasers and particle weapons.
./SLAP

And no kdr, it was never fixed, despite my whining and bitching about it for years now.
Cannon (anything that didn't trigger another weapon)
Aka plasma.
Shoots a ballistic projectile. Unlike the DGun it aims properly. Can't be emit-sfxed properly, maybe a ballistic DGun can fill that role.
Yes, it does work...
And I only started emitting particle weapons after I tied the explosion weapons with 2048 which created an undesirable blob particle effect. It seems weapons with their own particles/lasers do not spawn the default blob particles, but are terrible for causing a impulse push.

The documentation I was going off of was get set cob page en Français and is probably 3+ years old so I was unaware of an explosion emit, which was what I needed in the first place. It is on the new cob documentation tho, but the rest of the set/ get are not?

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 02 Jan 2011, 18:29
by Forboding Angel
btw bob, it sounds like you need to use "Impulsefactor"

As in impulsefactor = 0, << no impulse. You can fiddle with the value to get it where you want it.

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 02 Jan 2011, 18:31
by bobthedinosaur
I am.

Re: Cob and emit-sfx 2048 glow ball issue

Posted: 02 Jan 2011, 20:54
by KDR_11k
"explosion" weapons are cannons (called plasma by TA). Anything without a weapon type (explicit or implicit) becomes a cannon.