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 More brass 
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Joined: Fri Jan 07, 2011 12:31 am
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Post More brass
Is there a way to make a weapon eject two cases at a time?


Sat Feb 05, 2011 6:19 pm
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Joined: Sat Nov 03, 2007 9:44 pm
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Location: Flint Hills
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Post Re: More brass
Or, make the shell be a MOSRotating that gibs into the two casings, with this script applied.
Code:
function Create(self)
self:GibThis()
end

This will have a more natural velocity inheritance effect. It might also be easier, and long as you know how to use a script. If not, I can elaborate on that.


Sat Feb 05, 2011 7:21 pm
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Post Re: More brass
Well thanks, now to figure out emitters.


Sun Feb 06, 2011 3:35 am
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Data Realms Elite
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Post Re: More brass
It would be easier Azukki's way, as making it AEmitter first it would emit the casings in a random direction, and if you set low emitted particles it might even not emit casings.
I bet it works and looks better with Azukki's way.


Sun Feb 06, 2011 3:41 am
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Post Re: More brass
Azukki wrote:
Or, make the shell be a MOSRotating that gibs into the two casings, with this script applied.
Code:
function Create(self)
self:GibThis()
end

This will have a more natural velocity inheritance effect. It might also be easier, and long as you know how to use a script. If not, I can elaborate on that.


I would like that very much, I still have quite alot to learn and your assistance would really help me out


Sun Feb 06, 2011 4:03 am
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Data Realms Elite
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Post Re: More brass
Yeah, you are right.
You know, it's been a while since I dislike AEmitters, sometimes they are a pain in the ass, sometimes they work fine.
But I still recommend lua, it's something quite important to learn for modders, at least the most basic of parts.


Sun Feb 06, 2011 5:17 am
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Post Re: More brass
111herbert111 wrote:
I would like that very much, I still have quite alot to learn and your assistance would really help me out
Okay, well, to do as I suggested, you basically do this.
1) Make the MOSRotating. This needs to be before the round, and if your casings are custom, it needs to be after them. Use base.rte/null.bmp for the sprite, and give it the two casings as gibs. The gib velocities will affect the spread between the two casings. Setting the gib velocities to 0 would make them overlap, making this a waste of time. I'd suggest a maximum of 4 and a minimum of 1, I guess.
2) Make a new .txt file, paste my code into it, and save it as a lua file.
3) After the PresetName line of the MOSRotating, with the same amount of tabbing, [1 tab] add a ScriptPath line, referencing the lua file. The filepath you need to type in works in basically the same way as referencing sprites or sounds.


Sun Feb 06, 2011 5:51 am
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