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#1 |
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exclude emitter particles from zones or volumes
Hi,
is it possible to exclude emitter particles of a specific emitter from zones or volumes or destroy them when they enter them? Using an xWeatherEffect is out of the question.
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#2 |
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You could use collision or collision planes and max collisions = 1.
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Wormbo's UT/UT2004/UT3 mods | YouTube channel | PlanetJailbreak | Unreal Wiki | Liandri Archives Everything you ever wanted to know about replication | UnrealScript security considerations <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort <TNSe> nono <TNSe> its always funny to find code a week later you dont even remember writing <Pfhoenix> what's worse is when you have a Star Wars moment <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!" |
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#3 |
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Yes, but a particle that spawns inside the areas I want particle-free can still move until it hits something then.
Can I use a BlockingVolume that only blocks a certain class and somehow make my emitter particles a class of their own? Is this possible? How would I do it?
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#4 |
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No. You will have to make sure no particles start in the specific area, possibly by using separate (Particle)Emitters..
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Wormbo's UT/UT2004/UT3 mods | YouTube channel | PlanetJailbreak | Unreal Wiki | Liandri Archives Everything you ever wanted to know about replication | UnrealScript security considerations <elmuerte> you shouldn't do all-nighters, it's a waste of time and effort <TNSe> nono <TNSe> its always funny to find code a week later you dont even remember writing <Pfhoenix> what's worse is when you have a Star Wars moment <Pfhoenix> "Luke! I am your code!" "No! Impossible! It can't be!" |
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#5 |
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There has to be another way.
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#6 |
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Code. No other way afaik.
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