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(StopIfBreakable really does "stop if breakable") |
Paradox-01 (talk | contribs) m (<Chop /> doesn't cause Die event) |
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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 /> | ||
| - | | - | ||
| | | 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> | ||
|} | |} | ||
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