You can apply a constraint to make particles collide with the world, but whether you'll be able to detect where they land is anyone's guess.
Leon Oskam wrote: > Hi, > > I am currently toying with some effects with the new particle system and one > of the things I'd like to do is try to have particles that can interact with > the world geometry (i.e. leave surface marks or something like that). My > problem at the moment is in trying to establish a reliable and fast way to > obtain the location where particles are hitting a ceiling/wall/floor. Is > there any way to check whether particles are colliding against the world? I > couldn't find any obvious references to something like that anywhere in the > code and from the looks of it particles clip clean through any world > geometry so I guess maybe there isn't. I'm only interested in obtaining a > vague area so I have no intention of establishing this for every single > particle or anything, and I would only be using it on fairly focused systems > (i.e. where most particles go more or less towards the same point, not ones > where they spray in all directions). > > My "hacky" theoretical solutions to this would be either using traces or a > temporary invisbile client projectile that follows more or less the same > path as the particle system trajectory but neither of those seem like > particularly fool proof and robust solutions. Is there a better way to do > this? I'd appreciate any pointers or thoughts on this. Cheers, > > -Leon > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

