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 Is there a way to make a mosrotating gib in a direction? 
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Joined: Tue Jul 24, 2007 1:13 am
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Post Is there a way to make a mosrotating gib in a direction?
I just want a single gib of many in this mosrotating to gib upwards towards the sky, so it isn't by chance that some will go up to the sky and make their way back down while the rest go straight to the ground, but all of the gibs will gib up towards the sky and fall back to the ground, all with varied angles (all of them not going straight up) so they land in a large part of the ground for high AOE.


Sun Jun 15, 2008 9:48 pm
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Post Re: Is there a way to make a mosrotating gib in a direction?
No not really.


Sun Jun 15, 2008 10:05 pm
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Post Re: Is there a way to make a mosrotating gib in a direction?
Can any entity gib in a particular direction?

whatever, i fixed it so i like it now, you can lock.


Sun Jun 15, 2008 10:10 pm
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Post Re: Is there a way to make a mosrotating gib in a direction?
It is possible and it involves in emitters.
You must make the MOSR gib an emitter or an MOSR with an attached emitter that has an EmissionAngle variable set to 90 (up, -90 will be down). Do note: these gibbed object must be pinned using PinStength. You can specify the particles you want to fly up in the sky and their spread and velocity within the emitter and so on.


But. Theres a problem im trying to solve too.

The problem lies within the rotation of the object that something spawns. When the object is rotated, wether its a gibbing MOSR or an emitter, they have a risk of being rotated while they leave the guns barrel.

I have managed to bypass this problem by making a gun fire a pinned TDE that gives me anything I want. This however comes with the cost of the fact that you must have pre-set range for it. This range can be set with the MuzzleOffset on the gun. Just like I did on the current ypsilon.


Shook managed to create a formula that was supposed to make it work through gibbing, but so far, my attempts have been useless. It goes like this:

MOSR --gib--> MOSR + attached AEmitter --EmissionOffset--> Desired object.

Hope you get lucky with it. ;)


Sun Jun 15, 2008 10:40 pm
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Post Re: Is there a way to make a mosrotating gib in a direction?
numgun wrote:
MOSR --gib--> MOSR + attached AEmitter --EmissionOffset--> Desired object.

Yeah, about that, i noticed that i didn't write it down correctly, which is why you
didn't have any luck with it ._. (Meaning that it was my fault)
It's really more like this:

MOSR --gib--> (MOSR +) AEmitter --emit--> (MOSR +) AEmitter --Modified emission--> Desired object.

Basically, i just added another section. I found that out after countless curses spat at the PC >.>
And as you can see and probably already have figured out, you can change other variables than
angle on the final emitter. Also, MOSRotatings to attach the emitter to are optional.


Mon Jun 16, 2008 9:06 am
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Post Re: Is there a way to make a mosrotating gib in a direction?
If its any help, here's how I do my shock mortar:

It fires a mosrotating. After a small amount of time, it gets gibbed by an attached emitter, which makes it gib into another mosrotating that has an emitter. (this is how it "activates" in midair) This new emitter emits OTHER emitters. These third type of emitters emit the explosive bolts of electricity downward with a moderate spread. When these third type of emitters emit the first time, they immediately gib out of existance due to a very low GibImpulseLimit and the "kick" of emitting their particles. They do not gib into anything else.

Something to note: if you set AngularVel = 0 for something, it won't rotate. Also, whenever anything spawns, it spawns upright. If you don't need things to rotate, you can use this to your advantage in order to skip a few steps. Like, just fire a non-rotating emitter (or non-rotating mosrotating with an emitter attached to it) which emits more of the same thing, or similar things, at your angle of choice.

But yeah, if you want things to rotate but fire in a certain direction, as well as not start asploding until a certain point, you'll have to do something like this

slow emitter -- (gib by own emission into) --> fast emitter -- (emits) --> one-shot emitter -- (gibs self by emitting in desired direction) --> explosives

At least, thats the formula for my shock mortar. You can replace "emitter" at any point with "mosrotating with attached emitter." It really doesn't matter, actually, since emitters are treated just like mosrotatings.


Tue Jun 17, 2008 6:12 pm
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Post Re: Is there a way to make a mosrotating gib in a direction?
How does the flak cannon explode where you clicked to fire it?


Tue Jun 17, 2008 10:19 pm
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Post Re: Is there a way to make a mosrotating gib in a direction?
What.

The flak cannon is on a time delay. It always explodes at the same point, though I believe the max sharplength is about the point where it explodes. There is no variation in it, however. The gun just fires a timed TDExplosive (grenade).


Wed Jun 18, 2008 12:07 am
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Post Re: Is there a way to make a mosrotating gib in a direction?
octyl wrote:
How does the flak cannon explode where you clicked to fire it?


It's called aim


Wed Jun 18, 2008 1:30 am
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Post Re: Is there a way to make a mosrotating gib in a direction?
I dont know what I kept doing wrong, but I kept failing hard no matter how many emitters and AngularVel = 0 variables I stuck everywhere. Thanks to duh102 and the ones who helped him on the Orbital Garbage Dump, I took some of that code and now it works properly.

Now the new meteor bomb really rains hell from above with a nice flaming meteor shower instead of the old huge rock that just crushed everything.


Thu Jun 19, 2008 12:12 pm
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