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 Animating Emitters 
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Joined: Sun Oct 29, 2006 4:26 am
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Post Animating Emitters
I think this is just one of those things that we can do nothing about, but is it possible to add animations to emitters? As in, when the emitter is fired, it cycles through its sprites? It doesn't seem to work but if there's a workaround for it I'd be glad to hear it.


Thu Nov 22, 2007 6:44 am
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Post Re: Animating Emitters
Try having the emitter be the Null pixel in Base.rte/Devices/Null.bmp, then have it emit a pinned, GetsHitsbyMOs = 0 MOSParticle.


Thu Nov 22, 2007 6:46 am
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Post Re: Animating Emitters
Oh, it's Djinn! I remember your trickster mods. I have the 2 legged and 3 legged Ananse files still, if you deleted them and need them back.


Thu Nov 22, 2007 6:48 am
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Post Re: Animating Emitters
Hmm, I don't believe that will work for what I'm attempting, but I'll make do with what I have. Thanks anyhow, I'll try to release this damn thing relatively soon.


Thu Nov 22, 2007 6:49 am
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Post Re: Animating Emitters
purple wrote:
Oh, it's Djinn! I remember your trickster mods. I have the 2 legged and 3 legged Ananse files still, if you deleted them and need them back.


Hey fella. Busily workin' on respriting both Ananse (got his frickin' web to work again) and Corvus, as well as Coyote, and also Loki, who I am quite proud of and should be neat. Gimme a shout if you want to play test em.

edit: ...aaaand I see that quoting someone elses post no longer appends it to the end of your most recent post. Oh well.


Thu Nov 22, 2007 6:51 am
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Post Re: Animating Emitters
I'd really love to take a look at the ananse web-gun code.


Thu Nov 22, 2007 7:04 am
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Post Re: Animating Emitters
Hell yeah, I remember that cool little spider guy. Nice to have you back after a while son. Have a seat.


Thu Nov 22, 2007 7:22 am
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Post Re: Animating Emitters
Purple could you post the anase please, I lost it when moving to my laptop.
Also I wouldn't mind playtesting your mods dginn.


Thu Nov 22, 2007 8:44 am
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Post Re: Animating Emitters
How many frames do you need? If its just 2-4 extra frames, all you need to is to have the emitter be the first sprite of that animation and have the rest as the flash attachable on emitter to animate the thing you need.

If you need alot of frames, then use Grif's method.
And also you can use the FrameRate = ?? to configure the speed of your animation.


Thu Nov 22, 2007 10:55 am
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Post Re: Animating Emitters
Djinn wrote:
I think this is just one of those things that we can do nothing about, but is it possible to add animations to emitters? As in, when the emitter is fired, it cycles through its sprites? It doesn't seem to work but if there's a workaround for it I'd be glad to hear it.

Djinn for the win.
Anyway:
I'm guessing you've already tried the
SpriteFile = Frame000.bmp
FrameCount = Number
Method, and made sure it's a MOSParticle or higher?
The only way I can think of is to fire something that gibs (make it gib by firing out some invisible particles or something) other things that stay pinned in place (or not, depending on what your secret project is, though physics may freak out if you try spawn things that collide with each other in one spot without turning HitsMOs and GetsHitByMOs off), each with a progressively shorter lifetime and a lower depth so you can layer the images.
So like:
Code:
MOSR 1
Lifetime: 200
Depth: 3
MOSR 2
Lifetime: 150
Depth: 2
MOSR 3
Lifetime: 100
Depth: 1

It probably won't look THAT good, but hey... when you're desperate...
Also, good to have a great modder back at DRL. We need your help. CC is extremely boring without creative mods.


Sun Nov 25, 2007 10:02 am
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