Game Development Community

Adding particle emitters to weapons

by David Dougher · in General Discussion · 06/24/2004 (12:27 pm) · 3 replies

I know that it is routine to add particle emitters to the vehicle class and to the projectile class in torque, but does anyone have a simple example of adding particle emitters to the weapon itself, or do weapons not have the hooks currently to allow emitters to be attached to them from scripts?

About the author

Owner - Pariah Games, Adjunct Professor - Bristol Community College, Mentor - Game Design - Met School Newport, Mentor - Game Design - Met School Providence


#1
06/24/2004 (12:36 pm)
You can add muzzle flash or smoke to your weapons, adding a texture and rotating, giving offset and so are supported.
#2
06/24/2004 (2:50 pm)
Looks like my reply post didn't get thru. Bad cable provider! No Twinkie!

All the examples I have found so far attach the particle effects to the projectile with a short initialtion and run time so they appear to come from the weapon rather than the projectile. Do you have a pointer or an example to any cases where this is not being done?

I am looking for a situation where an object like a sword might have flames or dripping acid falling off it continuously.
#3
06/24/2004 (7:10 pm)
I'm having a similar problem. Check my latest post about ShapeBaseData vs. ShapeBaseImageData to understand my problem.

AFAIK, when you mount a weapon, you mount an Image, not the weapon (object ) itself. the object goes to the inventory. So you can't add a particle emitter to a weapon ( actually you can, but it will be useless ) because you can't add an object to an image.

In your case, what I suggest you to do is having a special state for flames or dripping acid with animations threads linked to them.

HTH

Bruno