Generate System On Collision

SilverwingSilverwing bulletsponge Join Date: 2003-11-23 Member: 23395Members, Constellation
<div class="IPBDescription">Only PS?</div> I am fooling around with particles atm and I had this thought:

Can particle systems activate sounds on collision?

I have tried just putting the name of a target_mp3audio there without much luck. I guess since it says "...<i>system</i> on coll..." it is only PS it can generate. Anyone have a workaround?

The reason for this is: I have a large room with a ps that generates a few drips of water now and then and I want the water to make a dripping sound when it hits the surface but only then...

(Also, on a related note, I cant seem to find a good sprite for the rings in the water... any volunteers? (Nor can I make the second system spawn tbh <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ))

Comments

  • watch_me_diewatch_me_die Join Date: 2002-11-10 Member: 8107Members
    Yes, you can only spawn particles systems, and you must have the collide option checked for the system to be spawned... as for the sounds, try one of the ambient dripping mp3s instead. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html//emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif' /><!--endemo-->
  • ReeseReese Join Date: 2003-05-08 Member: 16143Members
    You might just want to have a target_mp3audio that is controlled by a trigger_random with shortest and longest fire times set to 0 and delay between fire set to the delay in your PS. That's the best I can think of at least.... maybe someone with more entity experience has a better idea.
  • SilverwingSilverwing bulletsponge Join Date: 2003-11-23 Member: 23395Members, Constellation
    Thx for the input.
    I guess I will use a generic for the sound.

    I still cant get proper rings in the water but then, I read somewhere that PS wont collide with water so... meh... no rings in the water??
  • ShadowicsShadowics Join Date: 2002-11-07 Member: 7652Members
    Have a trigger_random fire a multimanager that activates your particle system once then activates the target_mp3audio a second or two later. You don't have to estimate the time if your drops are just falling, just divide the distance by the speed and but that in, the sound should play right when the drop hits (world grav is a speed of 800).

    A PS won't collide with water (or players) because they aren't considered solid. You could fake it - if the players aren't going to be swimming in the water - by putting an invisible brush there for the particles to hit, or you could add to a multimanager like above and trigger a second particle system at the same time as the sound.
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