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 MOSRotating instant gib 
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Joined: Mon Mar 26, 2007 1:15 am
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Post MOSRotating instant gib
I can't seem to get an MOSRotating to gib the instant it's spawned.

I've tried GibImpulseLimit = 0/-1 and GibWoundLimit = 0/-1

Just refuses to gib.


Wed Jan 09, 2008 7:27 pm
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Re: MOSRotating instant gib
capnbubs wrote:
I can't seem to get an MOSRotating to gib the instant it's spawned.

I've tried GibImpulseLimit = 0/-1 and GibWoundLimit = 0/-1

Just refuses to gib.

Hm... I don't know about getting something to gib the moment it appears. Now, what you can do is create something with an attachment or limb. Give that attachment/limb a JointStrength of -1, and that ATTACHMENT will immediately gib. Then you could just make the base MOSRotating object that it's attached to a one-pixel invisible thing that doesn't hit or get hit by anything.

Not sure if you can just add attachments to a MOSRotating, though. Maybe you'd have to make it an actor or something.

This sort of gives me an idea of how I could make one of my weapons better...


Wed Jan 09, 2008 7:48 pm
Profile YIM
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Post Re: MOSRotating instant gib
I've found a different method. I'm seeing if I can get it to work =]


Wed Jan 09, 2008 7:59 pm
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Post Re: MOSRotating instant gib
capnbubs wrote:
I've found a different method. I'm seeing if I can get it to work =]

Let me know how it goes. I'm curious about this.


Wed Jan 09, 2008 8:05 pm
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Post Re: MOSRotating instant gib
Me knows how to do :3
I used the technique in my Pyro Cannon and my Force Cannon...
Attach an emitter with burst enabled. Make the emitter spit out
an ethereal, but extremely heavy MOPixel at a low speed.
MOPixel triggers GibImpulseLimit, and voila! :D
But i am curious as to what your method is...


Wed Jan 09, 2008 8:12 pm
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Post Re: MOSRotating instant gib
Actually my method didn't work, but I'm going to try your method now =]


Wed Jan 09, 2008 8:18 pm
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Post Re: MOSRotating instant gib
I can't get your method to work without it sending all the gibs flying in one direction.


Wed Jan 09, 2008 8:41 pm
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Post Re: MOSRotating instant gib
That's probably because of the MOSRotatings velocity...
It carries over to the gibs, y'know.
But to make it explode like it was static, you'll need another
emitter, which has been set to burst into the required explosion...
Like this:
Code:

<Lots of irrelevant code here>

   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Fire Ball Green
      Spread = 3.14
      MinVelocity = 20
      MaxVelocity = 10
      BurstSize = 12 <---
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Fire Ball Red
      Spread = 3.14
      MinVelocity = 20
      MaxVelocity = 10
      BurstSize = 12 <---
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Fire Ball Blue
      Spread = 3.14
      MinVelocity = 20
      MaxVelocity = 10
      BurstSize = 6 <---
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   EmissionCountLimit = 1
   ParticlesPerMinute = 0
   BurstScale = 1
   BurstTriggered = 1
   Flash = None
   FlashOnlyOnBurst = 0

Notice the three arrows. I think it's pretty self-explanatory what
those parameters do :3
Well, just make the emitter like the one above, apply a massive
PinStrength, and make the MOSRotating gib the emitter with
0 velocity and 0 spread... Should work, me thinks :)


Wed Jan 09, 2008 8:52 pm
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Post Re: MOSRotating instant gib
capnbubs wrote:
I can't get your method to work without it sending all the gibs flying in one direction.


Like, in the same direction consistently regardless of orientation, or in the direction of fire? If appropriate, try Pinning it, which should remove velocity.


Wed Jan 09, 2008 8:54 pm
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Post Re: MOSRotating instant gib
The problem is that the pixel I am using to gib the pinned object is sending the gibs flying, and no matter what I do to the variables it doesn't seem to be making a difference.

I've already used emitters for explosions but I'm trying to find a new method to replace that. One where I can make use of the new gib code.


Wed Jan 09, 2008 9:22 pm
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Post Re: MOSRotating instant gib
Hmm, this seems like a problem... You probably have set the
burst pixel to be HitsMOs/GetsHitByMOs = 0...
I'm outta ideas now, sorry :-(


Wed Jan 09, 2008 9:32 pm
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Post Re: MOSRotating instant gib
hmmm guess I'm gonna stick with the emitter method


Wed Jan 09, 2008 10:04 pm
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Post Re: MOSRotating instant gib
Shook wrote:
That's probably because of the MOSRotatings velocity...
It carries over to the gibs, y'know.

InheritsVel = 0


Thu Jan 10, 2008 2:41 am
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Post Re: MOSRotating instant gib
Azukki wrote:
Shook wrote:
That's probably because of the MOSRotatings velocity...
It carries over to the gibs, y'know.

InheritsVel = 0


WHAT

Man, there are lots of variables you very seldom see.


Thu Jan 10, 2008 3:00 am
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Post Re: MOSRotating instant gib
I'm pretty sure it's new in B20
Along with PushesEmitter = 0 for AEs.

Ran across it on the frag shell.

It along with glow MOPixels is how the frag shell has a glow on impact detonation.


Thu Jan 10, 2008 3:15 am
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