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Rotation of Mounted Emitter Node

by Matthew Genge · in Torque 3D Professional · 02/13/2012 (3:49 pm) · 1 replies

Dear All,

I've been working on a boat created in script based on a StaticShape which can be controlled by the player. It has worked really nicely, the player can mount it and "adopt the pose", it bobs up and down satisfyingly in the waves, rolls when it turns, collides with things (courtesy of some hacky custom collision response script). Now I am feeling ambitious and want to add an emitter to the outboard motor to generate a spray of foam dependent on the boat speed, foam that crashes out from the front of the boat when it crashes back into the waves, and a nice wake.

Anyway, so I've added an emitter node to a mount node at the back of the boat, and set theta and phiReference to produce a nice shower of foam....but when my boat turns...the emitter does not. The poor player gets soaked with foam. Should the emitter node rotate with the object it is mounted on? I've searched and there are old posts refering to "trackRotation" which no longer seems to exist. Is this simply because Torque3D isn't expecting a StaticShape to move so doesn't update the orientation? Any suggestions would be useful.

Finally, I am a bit confused by phiReferenceVel, it says angle from the vertical plane, but when I set it to any value above zero it whips around and around like a cartwheel.

Many thanks,
Matt

#1
02/13/2012 (9:41 pm)
The best way for such effects are directly related to the point of definition. Also, the point is good to placed where is most convenient in relation to vehicle movement.
I think you can use more emitters based on points of JetNozzle 0to1 nodes or contrail 0to3 nodes, give you the opportunity to present the best picture of the effects. Is basic points for fly vehicle, but you can use it on a boat as well.