Yandros on 22/10/2014 at 11:59
Since this seems to be the only thread mentioning RippleRing, I'll resurrect it to mention something.
I've added ripples to a mission and I noticed in testing that they have a physics collision model, which is silly. However removing the Physics > Model > Type property from the RippleRing archetype caused the ripples not to be rendered at all, until NV suggested I add No Physics to the Tweq > Emit > MiscC prop of the emitter archetype, which is RippleCore. So you may want to do that if you're using ripples in your mission. Also, adding NVPhantomTrap to RippleRing, as suggested above, makes them fade out nicely.
ZylonBane on 22/10/2014 at 12:41
You may be amused to know that this bit Irrational in the ass too. There are several particle effects in SS2 that have never worked because the emitter origin was inside solid or another physics object, and they forgot to set that flag (or didn't even know about it).