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
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>   


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