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Feature Request: Particle Collision Eventhandler
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Description

Hello BI,

currently i am working on some ambient features. I tried to find a non expensive way to detect smoke particle collisions on the client.
There is no way, which would not lead into possible performance problems with scripting abilities. I would like to adjust the AI/Player View abilities by detecting:
A) the particle ermitter of a colliding particle
B) the ammo in case of a ammo or fire which is producing the ermitter source
C) by attaching eventhandlers to ammotypes

Details

Legacy ID
3600072217
Severity
None
Resolution
Open
Reproducibility
Always
Category
Game Physics
Steps To Reproduce

Use Cases:

  • Any source, which is producing particles, could be used for more complex effects than only visual effects
  • Additionally: You could react with ppEffects on different particle sources (for example teargas or other crowd control mechanisms)
Additional Information

Possible solution:

  • Attach an eventhandler directly in the engine to particles, which detects if a procued particle collides with some other object. Could possible utilize the existing rubble handler to inject other types of commands

The event handler would need:

  • Particle source object

Challenge: It should not be activated per default. For saving performance, this feature needs to be activated / deactived per source type or source object.

Reverse Handler: Attached to object

  • Utilize for example EPEContact to determine, if a particle hits an object, which is being hit by an article
  • Or - stick the particles to a object, if he collides for some milliseconds. And and a event handler, if object has sticking particles count > 0.

Event Timeline

Hatchet_Harry edited Additional Information. (Show Details)
Hatchet_Harry set Category to Game Physics.
Hatchet_Harry set Reproducibility to Always.
Hatchet_Harry set Severity to None.
Hatchet_Harry set Resolution to Open.
Hatchet_Harry set Legacy ID to 3600072217.May 8 2016, 12:45 PM