TypeRED on 29/6/2013 at 01:17
oh, i forgot to say, its v1.19 on the files i uploaded, that may cause the crash.
somehow, i thought it was better to post the necessary info... just for the case the mission couldnt be loaded
can you post a video of your actually state with the working breath cloud? :D
sNeaksieGarrett on 29/6/2013 at 04:55
Sure! But yeah, I'm running Dromed 2 v1.20, so perhaps that's why.
There is one minor issue I'm running into. If Garrett walks forward then you can't see it while he's moving. If he walks backward, you can see it. Probably just a case of fiddling with the Launch info. Maybe I'll mess with it tomorrow, but I'm just happy I finally got this working!
sNeaksieGarrett on 29/6/2013 at 05:25
Here you go. Also, are you going to finish thief kart :p
[video=youtube;YKOYN8QhuTg]http://www.youtube.com/watch?v=YKOYN8QhuTg[/video]
TypeRED on 29/6/2013 at 10:10
looks good in that video. you can try removing the option ZeroVel on garrett's emitter and add RelativeVelocity instead (on MiscC).
that should launch the cloud in the same moving velocity as garrett has.
sNeaksieGarrett on 29/6/2013 at 16:07
It didn't have ZeroVel on it, but reletivevelocity didn't seem to help. Now I can fiddle with velocities in Particle Launch Info and the offset of the particles from garrett which helps, but it's still not quite right. Lots of trial and error. Oh well, I suppose seeing the breath for even a slight second while moving forward is better than not seeing it at all. With the way I had it set before playing with it today, it essentially looked like Garrett was holding his breath.
LarryG on 29/6/2013 at 21:25
Are you using "Attached to object" or "Trailing object"? If the latter, try the former.
sNeaksieGarrett on 30/6/2013 at 01:35
Neither. I had it on Immobile. However, switching to Attached to object didn't seem to have any noticeable effect. I can essentially move where the particles emit from if I use Particle Launch Info, but if I move it too much then it doesn't look right.
LarryG on 30/6/2013 at 02:45
Yeah, well you're just emitting them, not linking them with ParticleAttachement, right? So then they'll stay right where you put them, and if you walk into them, so be it. You could try a little more forward velocity, but you probably already tried that. Still, it looks good.
sNeaksieGarrett on 30/6/2013 at 02:49
Yep.
sNeaksieGarrett on 8/7/2013 at 18:41
Okay, so I've had this rather annoying bug for a while now that I can't seem to figure out what is causing it. I did try game_mode_backup 0 for testing, and for some reason some new breathspouts are being created outside around Fieldstone Manor when going into game mode. I guess it's related to Garrett in some way, because inspecting the new breathspout it has a HostObj: Garrett link and a Firer link. My testers first noticed it, and I notice it even in dromed on my end. It's rather random though, and sometimes you may not even notice it or it will be in a completely different spot around the manor.
I was going to ship the mission with this bug, but I figured I better see if anyone has any input here before I do so. I'd really love to fix this if I could, but I don't really know how I would unless I turned off Garrett's emitter, perhaps.