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 Emission Delay? 
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Joined: Sun Jun 10, 2007 2:05 am
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Post Emission Delay?
Well so far as I've seen, when you make an emitter, it emits everything at once, then waits for the next time to emit based on the particles per minute value. That is, except in the Squadmate in a Bottle mod, which according to that rule should spawn infinite squadmates instantly and crash your game, but instead each squadmate waits four seconds before spawning the first one. However, I can't figure out how it's done. This would be a very handy trick to know since it would let someone put a timer on /anything/ just by adding an emitter that shoots off something with a lot of mass some specified time in the future, or events on a timer by emitting them then.


Sun Feb 01, 2009 7:31 pm
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Post Re: Emission Delay?
Have you looked at its code? Also, there is a variable that prevents emitters from emitting right away in build 22, but I don't remember what it is or anything that uses it.


Sun Feb 01, 2009 7:37 pm
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Post Re: Emission Delay?
Yeah there isn't anything in there that's different from what I use (unless it's the FlashOnlyOnBurst variable which I don't know what it does), but if there's already a variable I can just add to make this work it would be soooo awesome if someone could tell me it. o.o


Sun Feb 01, 2009 7:45 pm
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Post Re: Emission Delay?
FlashOnlyOnBurst means that the emitter's flash will only appear when the emitter bursts.

Bursts are a periodic, delayed series of emissions that will occur all at once in multiple numbers. As an example, tapping the jetpack thrusters. Normal emitters emit a constant stream.

I haven't seen the squadmate in a bottle code, but the ParticlesPerMinute variable is not very intuitive. If you set it to 120, then it will emit 2 per second. If you set it to 1, it will emit one particle anywhere between one and sixty seconds from spawning. 60, and there's a 1-10 second variation. 100, 1-6 second. It's very strange and also entirely unpredictable.

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This would be a very handy trick to know since it would let someone put a timer on /anything/ just by adding an emitter that shoots off something with a lot of mass some specified time in the future, or events on a timer by emitting them then.


I've been using emitter timers for a while now. As a matter of fact, all but one of the OKM use emitter timers. They're decently reliable, but only if the PPM is above 100 or so.


Sun Feb 01, 2009 8:03 pm
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Post Re: Emission Delay?
Code:
StartTimeMS = ##

That variable is your friend, in this case. If you put it into the emissions code (Next to spread, velocity etc.), the emission will start after ## milliseconds. It's found in the Coalition Rocket Launchers rocket, for one.


Sun Feb 01, 2009 8:34 pm
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Post Re: Emission Delay?
OMG thankythankyou that is sooo awesome to know how to do. :D *acts noobishly excited but doesn't care, this is gonna be fuuun...


Sun Feb 01, 2009 9:12 pm
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