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The Haunted Shadow
Joined: Sun Aug 02, 2009 8:16 pm Posts: 32 Location: Cyberspace
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Making a ship explode post-scuttle/primary explosion!
Hi, I would like some help on my Warship Mark 1 mod that I am making for my Shadow Force Faction.
The WHS MK1 is based off the Rocket MK2 and I want to know how to make it explode about 4 more times after the user has destroyed it (Scuttle) or it has been destroyed.
Thank you for the help given (if any).
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Sat Aug 08, 2009 7:14 pm |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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Re: Making a ship explode post-scuttle/primary explosion!
make a bomb that has no gibimpulselimit that explodes into the rocket gibs again and a bomb that gibs from it and repeat 4 times.
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Sat Aug 08, 2009 7:22 pm |
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The Haunted Shadow
Joined: Sun Aug 02, 2009 8:16 pm Posts: 32 Location: Cyberspace
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Re: Making a ship explode post-scuttle/primary explosion!
Please can I have the code ( I have only just started again after 3 years and it is different ). I don't want it to be something I buy or something visible, I mean like a bit of code? Thanks.
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Sat Aug 08, 2009 7:25 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: Making a ship explode post-scuttle/primary explosion!
Just multiply everything by four?
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Sat Aug 08, 2009 10:56 pm |
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The Haunted Shadow
Joined: Sun Aug 02, 2009 8:16 pm Posts: 32 Location: Cyberspace
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Re: Making a ship explode post-scuttle/primary explosion!
Oh so copy all the gibs and then paste another 4 times, right. Ok.
I want an interval in between each explosion, sorry and thanks.
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Sun Aug 09, 2009 10:24 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Making a ship explode post-scuttle/primary explosion!
Make the ship gib an AEmitter, which emits an instantly exploding object with the desired explosion four times. Example: Code: AddEffect = AEmitter InstanceName = Kerbooge Mass = 0.001 LifeTime = 4000 // Higher than necessary lifetime, to ensure that all explosions appear, while still removing the emitter HitsMOs = 0 GetsHitByMOs = 0 PinStrength = 999 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Bullet Metal Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 AddEmission = Emission EmittedParticle = MOSRotating CopyOf = ThisObjectWillMakeTheExplosion Spread = 0 MinVelocity = 1 MaxVelocity = 1 EmissionEnabled = 1 EmissionsIgnoreThis = 1 EmissionCountLimit = 4 // How many explosions will appear ParticlesPerMinute = 120 // How many explosions per minute, divide by 60 to find out in seconds BurstTriggered = 0 Flash = None FlashOnlyOnBurst = 0
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Sun Aug 09, 2009 11:27 am |
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The Haunted Shadow
Joined: Sun Aug 02, 2009 8:16 pm Posts: 32 Location: Cyberspace
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Re: Making a ship explode post-scuttle/primary explosion!
Thank you very much.
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Sun Aug 09, 2009 4:07 pm |
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