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question http://45.55.195.193/viewtopic.php?f=1&t=11231 |
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Author: | Mind [ Sat May 17, 2008 12:20 am ] |
Post subject: | question |
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? |
Author: | Grif [ Sat May 17, 2008 12:26 am ] |
Post subject: | Re: question |
It's not possible. |
Author: | Roy-G-Biv [ Sat May 17, 2008 12:30 am ] |
Post subject: | Re: question |
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. |
Author: | Grif [ Sat May 17, 2008 12:31 am ] |
Post subject: | Re: question |
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. |
Author: | Mind [ Sat May 17, 2008 12:35 am ] |
Post subject: | Re: question |
well thanks anyway. |
Author: | Mind [ Sat May 17, 2008 12:50 am ] |
Post subject: | Re: question |
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 |
Author: | Kigali [ Sat May 17, 2008 1:13 am ] |
Post subject: | Re: question |
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. |
Author: | Grif [ Sat May 17, 2008 1:28 am ] |
Post subject: | Re: question |
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. |
Author: | Mind [ Sat May 17, 2008 1:59 am ] |
Post subject: | Re: question |
K thx a lot!!! |
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