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Joined: Thu Mar 06, 2008 10:54 pm
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Quick question,
I put an AEmitter on a grenade, but its effect starts right when it comes out of the dropship..
anyone know how to fix it so the emitter doesn't start until the actor throws it? :)


Sat May 17, 2008 12:20 am
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It's not possible.


Sat May 17, 2008 12:26 am
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Well, you could make it gib into another 'nade that has the emitter, but that won't explode, unless you make it auto explode, like numgun's bombpack.


Sat May 17, 2008 12:30 am
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No you couldn't, because acceleration does not have a realistic jolt on a thrown projectile. No matter the gib impulse limit, it won't gib until it hits something.


Sat May 17, 2008 12:31 am
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well thanks anyway. :grin:


Sat May 17, 2008 12:35 am
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Wait!
one more question, is there any way for a grenade, in explosion, to have more then one explosion(I'm thinking AEmitter)

Like....BOOM!........then BOOM!....then BOOM AGAIN!

thx :)


Sat May 17, 2008 12:50 am
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You should check out Shook's bomb pack. There's a bomb in there called the "fire pulse bomb" that does that, I think. But either way you should check it out.


Sat May 17, 2008 1:13 am
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Make it impact explode into an MOSRotating.

The MOSRotating has two emitters.

One is a timer, which emits a super high mass projectile at a slow velocity.

The other is the "explosion" effect, with a high number of particles.

The timer gibs the MOSRotating, and then the next stage has another explosion emitter.

Repeat as needed.


Sat May 17, 2008 1:28 am
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K thx a lot!!!


Sat May 17, 2008 1:59 am
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