sNeaksieGarrett on 17/6/2013 at 21:11
So I was trying to find a thread that might help me in attaching something to Garrett. I did find this:
(
http://www.ttlg.com/forums/showthread.php?t=75837&highlight=particles+on+garrett)
However, that's for an actual particle attached to Garrett that would be constant using a particleattachment link. Problem is, what I need is a link that attaches a BreathSpout (essentially an emitter that is intended to emit a particle so that it looks like AIs are breathing in a cold environment) so that it looks like Garrett is breathing every few seconds. I tried a few different links to Garrett, but upon going into game mode it either doesn't emit at all or the breath is just sitting in one spot in the world, not attached. Any idea on how I might achieve this, or is it impossible?
LarryG on 17/6/2013 at 21:37
You can use a ParticleAttachement link, just give dummy particle props to the emitter. NV or maybe R Soul has a tutorial around about how to do that.
You can use Renderer > MeshAttach with an AI, just make a concrete emitter, get it's concrete object id, and use that on the concrete AI.
Or I think you can use a CreatureAttachement link to attach it to the head ...
Lots of options.
Xorak on 17/6/2013 at 21:39
I haven't tested the feasibility of this, but if you know the particleattachment works fine on Garrett by itself, you could try rigging some timed trap-relay thing that constantly turns the particles on and off every three seconds to simulate an emitter.
sNeaksieGarrett on 17/6/2013 at 22:01
Larry, looks like you double posted the same content more or less.
I tried particleattachment with no luck, but then I may have been "doing it wrong." I hope there is a tutorial out there. I may have to try the timed relay idea that Xorak suggested.
CreatureAttachment doesn't work, and I don't follow you on the AI idea. The other thing I need to ask about is whether it's okay to try it with concrete objects or if I need to be doing this through Garrett(-2099) in the object hiearchy, and if so, do I need to save the gamesys and reload dromed? So far I've tried both but without saving and reloading.
Yandros on 17/6/2013 at 22:07
I'll see if I can get this working on the player tonight, as I wouldn't mind having it work in DCE, and for AI too. Did you ever get that working where it turns off when they go inside?
sNeaksieGarrett on 17/6/2013 at 22:16
Short answer, yes.
By the way, I was just testing this out and managed to get a ParticleAttachment connected to Garrett from the Breath itself instead of the BreathSpout. I had to set the launch animation in Particles to launch continuously though, and I can't figure out how to get the breath to spawn at Garrett's "eyes". I have to look down to see the particles being emitted, which appear to be where Garrett's stomach might be? I did try Joint; 0;Head;0 but that did nothing. I put it back to Object; 0;N/A;0.
LarryG on 17/6/2013 at 22:35
It is a ParticleAttachement link from the emitter to Garrett.
On the concrete emitter:
[ATTACH=CONFIG]1709[/ATTACH]
ParticleAttachement FROM the concrete emitter TO ... try your starting point, but you may need to try the Garrett archetype.
DATA: Type: Joint; Joint: Head
You may need to adjust the emitter settings or the SFX settings for what is being emitted to get the puffs visible the way you want them. But you don't want the puffs attached to Garrett, they should stay where they are emitted just like RL.
If you want to do ParticleAttachement links on the fly, then NVCreateAndLink is for you!
sNeaksieGarrett on 18/6/2013 at 02:40
Tried it, but all it does is create a breathspout near the starting point itself and does not stick with Garrett. (Also tried with Garrett instead of StartingPoint.)
Edit:
Okay, I got it to attach to Garrett using a Breathspout (NOT concrete) ParticleAttachment link TO Garrett. Works in-game, but spawns a breathspout at Garrett's stomach level and does not stay with him when he moves. Also, that makes it stick around and not remove itself after a few seconds. Additionally, changing the Data for the ParticleAttachment link has no effect on the placement of it.
Xorak on 18/6/2013 at 08:16
I can attach an archetype particle-object to Garrett. This allows me to offset it to his head, and it moves around with him when he walks.
I can turn a concrete particle-object on and off, but is there any way to turn an archetype particle on and off?
Actually, just thinking out loud, but I think it's possible by initiating a conversation every 5 seconds or whatever, and adding and removing the particleAttach link to the player. If this works, it should be possible to even link it to roombrushes and have it appear and disappear when going inside and outside etc. Too late to test it further tonight though.
LarryG on 18/6/2013 at 15:54
Xorak's idea may be your best bet. I tried attaching an emitter with a contains link and alternate data, and that too had the puffs emitting from Garrett's center. The emitter itself was properly attached (I used a visible shape, an arrow) but what it emitted was always at Garretts center. Also the arrow was rotating in view, so I couldn't see if the emitter was just somehow oriented to emit downwards. But create a concrete breath puff, attach it to Garrett's head by your favorite method, and use Xorak's approach to turn it on and off. NVLinkBuilder could be used instead of a conversation to add / remove the links ...