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 TDExplosive with Pinstrength viable? 
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Joined: Wed Jan 25, 2006 8:15 pm
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Post Re: TDExplosive with Pinstrength viable?
TrouserDemon wrote:
I think I know.

You know how stuff emits even in the inventory now, and in dropships, and it builds up?

I reckon that the particle is emitted too early making it blow up prematurely.

Or it it's emitting, and gibbing, all inside the object it gibs from.


Gah. That sounds right.

So... if the time doesn't work, and neither does this, then the timed charge idea is sort of scuppered.

Unless... I gave the thingy a GibWoundLimit of 5, made the emitter emit every second, and did it that way? That basically means that the TDE would gib in five seconds from when it was launched, right?

EDIT: Nope. That doesn't seem to work.


Last edited by Fat Zombie on Thu Jan 10, 2008 10:26 pm, edited 1 time in total.



Thu Jan 10, 2008 10:23 pm
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Joined: Mon Dec 04, 2006 3:34 am
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Post Re: TDExplosive with Pinstrength viable?
Just make it

TDEx ---(GIL)--> Pinned MOSR or TDEx with a timer emitter ---(???)--> Profit.

I can think of at LEAST 5 ways to do this.


Probably a lot more.


Thu Jan 10, 2008 10:24 pm
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Post Re: TDExplosive with Pinstrength viable?
Alenth Eneil wrote:
Just make it

TDEx ---(GIL)--> Pinned MOSR or TDEx with a timer emitter ---(???)--> Profit.

I can think of at LEAST 5 ways to do this.


Probably a lot more.


So a TDEx that gibs to create a pinned TDEx with the same emitter? Wouldn't that have the same problems?

EDIT: Sorry if I'm being a bit of a thickie. I've got nil experience with these emitters.


Thu Jan 10, 2008 10:27 pm
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Post Re: TDExplosive with Pinstrength viable?
Whaaaaaat.
For chrissakes, just go into the mods archive, find the A-4 with the molebomb, and learn yourself some simple techniques. Finding a mod with a timer is probably easier, more useful, and faster than asking the "modders" around here for help.

Or IRC, IRC is smart people.

But seriously, I have no idea what you are doing or asking anymore.


Thu Jan 10, 2008 10:29 pm
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Post Re: TDExplosive with Pinstrength viable?
Well, I am sorry if I was being obtuse.

Anyhoo, it is working now! I removed the Impulselimit on the TDEx and changed the angle of the emitter, and it works! The charges now pretty much detonate every time. There are a couple that don't, particularly ones that hit ceilings or floors. But it's reasonably good, now! Thanks!


Thu Jan 10, 2008 10:38 pm
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Post Re: TDExplosive with Pinstrength viable?
You should've removed the initial burst, and then set
EmissionsPerMinute to something like 60. That makes
it emit the particle after 1 second...
Anyhoo, it's good to hear that it works :)


Thu Jan 10, 2008 10:55 pm
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Post Re: TDExplosive with Pinstrength viable?
Yeah, pretty much. Some of the rounds take quite a while to detonate though. Probably just because they're small bombs, and the position of the emitter, etc.


Thu Jan 10, 2008 10:59 pm
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Post Re: TDExplosive with Pinstrength viable?
Maek burster particle heavier, and HitsMOs = 0...
Like, 5000 mass and 5 emission velocity. Makes for
25000 impulse, which should be plenty to set anything off.
Or just set it at 1 emission velocity...
I'm just rambling ._.


Thu Jan 10, 2008 11:11 pm
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Post Re: TDExplosive with Pinstrength viable?
Uh, that makes for 125000 impulse.

Unless CC denies newtownian physics.


Anyway, that mass method is quite possibly the wierdest and most rediculous one I've ever heard of, I laugh whenever someone says Shook just because of it.


Thu Jan 10, 2008 11:22 pm
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Post Re: TDExplosive with Pinstrength viable?
Weird and ridiculous, but it works :3
I've used it in numerous mods now...


Thu Jan 10, 2008 11:38 pm
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