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- ...ack a set amount of particles (20) from an emitter and trigger an event on collision with pawns. The event to trigger can be set by the mapper in unrealed. ...s emitter will be located and then have their location scanned for a valid collision. We are able to list all visible colliding actors by using an [[Legacy:Iter ...4 KB (389 words) - 08:05, 14 September 2011
- ...]] :: [[Legacy:Object|Object]] >> [[Legacy:Actor|Actor]] (Property Group: Collision)}} ...the [[Legacy:UT|UT]] version, see [[Legacy:Actor (UT)/Collision|Actor (UT)/Collision]]. ...7 KB (1,085 words) - 15:38, 15 August 2010
- | class = ParticleEmitter ===Property group 'Collision'=== ...12 KB (1,311 words) - 10:10, 17 May 2008
- | class = ParticleEmitter ===Property group 'Collision'=== ...21 KB (2,403 words) - 10:10, 17 May 2008
- | class = ParticleEmitter ===Property group 'Collision'=== ...21 KB (2,406 words) - 10:10, 17 May 2008
- | class = ParticleEmitter ===Property group 'Collision'=== ...23 KB (2,590 words) - 10:11, 17 May 2008
- VecCollisionFx - Collision FX for vehicles. PawnCollisionFx - Collision FX for xpawns. ...11 KB (1,292 words) - 08:03, 14 September 2011
- ...Contact()''' along with the '''velocity''' of the particle that caused the collision x 500; * [[Legacy:ParticleEmitter|ParticleEmitter]] ...8 KB (890 words) - 08:09, 14 September 2011
- ...UT)|Actor (UT)]] >> [[Legacy:RParticles/ParticleSystem|ParticleSystem]] >> ParticleEmitter}} ===Group ParticleEmitter=== ...14 KB (1,767 words) - 12:39, 19 November 2007
- |Meshes to use with [[Legacy:ParticleEmitter|ParticleEmitter]]s |Collision, corpses and meshes from DM-Gael ...19 KB (2,710 words) - 06:06, 29 November 2012
- ...[[TransRecall]] -- it's basically a hard-coded check whether two players' collision cylinders impinge. ...terms since there a jail was defined by a distinct zone) occasionally had collision "gaps" in them that allowed players to shoot or, possibly, throw a transloc ...92 KB (15,242 words) - 07:57, 3 December 2009