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XML:BINA/PAR3: Difference between revisions

m
<Chop /> doesn't cause Die event
(StopIfBreakable really does "stop if breakable")
m (<Chop /> doesn't cause Die event)
Line 1,000: Line 1,000:
| <Die />
| <Die />
| -
| -
|  
| this action triggers Die event
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <SetLifetime>
| <SetLifetime>
Line 1,205: Line 1,205:
| <Stop />
| <Stop />
| -
| -
| calls Stop event
| this action triggers Stop event
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| <RotateX>
| <RotateX>
Line 1,481: Line 1,481:
| <Chop />
| <Chop />
| -
| -
|
| this action kills the particle without triggering the Die event
|- style="background-color:#DDDDDD"
|- style="background-color:#DDDDDD"
| [[XML:Impt|<ImpactEffect>]]
| [[XML:Impt|<ImpactEffect>]]
Line 1,707: Line 1,707:
==glass-piercing bullets==
==glass-piercing bullets==
In the original game, w1_tap goes through normal glass and loses its dangerousness while a bullet of w8_mbo stays dangerous.
In the original game, w1_tap goes through normal glass and loses its dangerousness while a bullet of w8_mbo stays dangerous.
Particle can perform ''actions'' if a ''hit wall event'' occurs (<CollideWithWalls> must be true). If the particle hits a breakable material (glass) then <StopIfBreakable /> stops the actions that comes after StopIfBreakable. The particle continue to fly. If it hits now a non-breakable material, all actions are executed.
If you want to break glass, put <DamageEnvironment> before <StopIfBreakable />.


{| class="wikitable" width=100%
{| class="wikitable" width=100%
Line 1,736: Line 1,741:
             </HitWall>
             </HitWall>
|}
|}
It turned out that <StopIfBreakable /> is actually doing the opposite, hence it should be called <DontStopIfBreakable />.
It's also important that <DamageEnvironment> is the first tag otherwise the glass won't break.




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