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 Moving Aemitters 
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Joined: Mon Jun 28, 2010 3:54 am
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Post Moving Aemitters
Does anyone know how to make moving aemitters,i've been trying to make them move but i only got them to fall to the ground making a hueg crater


Thu Jan 13, 2011 2:43 pm
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Post Re: Moving Aemitters
If you mean move as in being propelled by their emissions then you need to give them the inheritsvelocity variable and set it to 1. If this isn't the exact name of the variable then I am sure you can find it in one of the rockets fired by the vanilla rocket launchers


Thu Jan 13, 2011 3:18 pm
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Joined: Tue Nov 17, 2009 7:38 pm
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Post Re: Moving Aemitters
p3lb0x wrote:
If you mean move as in being propelled by their emissions then you need to give them the inheritsvelocity variable and set it to 1. If this isn't the exact name of the variable then I am sure you can find it in one of the rockets fired by the vanilla rocket launchers


InheritsVelocity makes the emission have the same velocity as the emitter(+emission velocity), what make emissions propell AEmitters is PushesEmitter.


Thu Jan 13, 2011 3:25 pm
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Post Re: Moving Aemitters
Oh wow, I feel retarded right now. I think I need to go back to modding before I begin spewing wrong advice again. Sorry!


Thu Jan 13, 2011 5:31 pm
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Post Re: Moving Aemitters
No not like that,like the concrete bomb from hueg pack o' mods,when it explodes it sends aemitters that move around the map spewing concrete


Thu Jan 13, 2011 6:36 pm
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Post Re: Moving Aemitters
Yes it is, just make your bomb gib into AEmitters, like the dummy disruptor, but without the PinStrength on the emitter and with some velocity when the bomb gibs (MinVelocity and MaxVelocity)

Edit:
If you still have B23 then the ground flame effects of the incendiary grenades are AEmitters, and they move(until they hit the ground).

Or just look into the concrete bomb's ini.


Thu Jan 13, 2011 6:48 pm
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Post Re: Moving Aemitters
I tried removing the pinstrenght but they just fall to the ground and stop emitting


Thu Jan 13, 2011 9:33 pm
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Post Re: Moving Aemitters
I may be because your emitter settles into terrain, RestThreshold is the time it takes to settle in ms, a negative number should prevent if from settling, GlobalAccScalar sets how it will be affected by gravity, 1 is full gravity, 0.5 half, -1 reverse...etc, set it to 0 if you don't want it to fall, also this should help you: download/file.php?id=35285
It is a list of ini variables with descriptions of what they do.


Fri Jan 14, 2011 12:23 am
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