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TDExplosive particle speeds
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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TDExplosive particle speeds
Alright, so I made some "impact" grenades earlier by making MOSRotating objects that gib easy and violently. When stuff gibs, you can set the min and max velocity for the gib particles.
Now, when I make a TDExplosives, I can set the explosive particles similarly, but I can't seem to set the velocity. This annoys me, as I'd like my timed hand grenade particles to move just as quickly as my impact grenade particles, but the default speed for TDExplosive particles is rather slow. Is there some way to set the speed of the particles for the TDExplosives? Or perhaps use something besides TDExplosive that still has a timer?
Hm... maybe I could have the TDExplosive "explode" into a single MOSRotating that instantly explodes the way I want it to... or something.
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Tue Nov 27, 2007 12:20 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: TDExplosive particle speeds
There's no direct way to do it, no.
Another unfortunate limitation of CC.
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Tue Nov 27, 2007 7:12 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: TDExplosive particle speeds
Grif wrote: There's no direct way to do it, no.
Another unfortunate limitation of CC. I sent a message to Data about this though so he knows. But other than that, just use the LifeTime variable for now.
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Tue Nov 27, 2007 12:01 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: TDExplosive particle speeds
Actually, I discovered that my idea of having it explode into a MOSRotating with a very low GibImpulseLimit works out pretty well. Only very occasionally does the thing go flying upwards away from the ground when the timer runs out. The rest of the time it manages to strike something the moment it spawns, and it gibs.
I could perhaps remedy the situation further by having the TDExplosive explode into several MOSRotatings, so that way one will almost always explode, quickly enough to set of the rest as they get caught in the blast. Then I just make each one proportionally weaker. That should work pretty well.
Yay, workarounds.
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Tue Nov 27, 2007 5:52 pm |
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