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 Molotov 
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Joined: Thu Jul 10, 2008 6:36 pm
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Post Molotov
is there a way to make a mosparticle (edited side thruster blast ball) burn in a small area without flying wildy. id like to increase the lifetime but not have each small ball of flame flaying off all over the place, id like it to stay within a very small area. i realise it would not be doing continuous damage but itd still look cool imo.

thankyou in advance o'1337 modders


Sun Jul 13, 2008 4:20 am
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Post Re: Molotov
Realistic flames whatsoever = not possible.

Before someone points at Capnbub's effects 1 they're not realistic 2 they don't do any damage.


Sun Jul 13, 2008 4:25 am
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Post Re: Molotov
so theres no way to limit the force the particles spawn with? so they only go in an area like this big (__________) without lowering the lifetime to really short ?


Sun Jul 13, 2008 4:29 am
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Post Re: Molotov
set this gib velocity to a very low number and put
Code:
      InheritsVel = 0

in the gib code under the velocity for each gib. This will make it so that it will always only fly so far, as before the velocity at wich you have thrown it would cause the particle to got farther one way than the other.

This should solve your area problem.


Sun Jul 13, 2008 6:59 am
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Post Re: Molotov
Well you could make a TDExplosive that has a fire trail, which gibs into an emitter tht emits fire that is pinned.
You could change the size of the explosion and also the lifetime.


Mon Jul 14, 2008 12:05 am
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Post Re: Molotov
The Mind wrote:
Well you could make a TDExplosive that has a fire trail, which gibs into an emitter tht emits fire that is pinned.
You could change the size of the explosion and also the lifetime.

A fire that's pinned won't animate though.


Mon Jul 14, 2008 12:55 am
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Post Re: Molotov
Roy-G-Biv wrote:
The Mind wrote:
Well you could make a TDExplosive that has a fire trail, which gibs into an emitter tht emits fire that is pinned.
You could change the size of the explosion and also the lifetime.

A fire that's pinned won't animate though.


Gun
Shoots TDexplosive
TDexplosive has fire trail
TDExplsoive Gibs into AEmitter
AEmitter is pinned
Emits fire
It willAnimate
If you need proof,I'll give it to you

Edit: sorry RGB, I meant the AEmitter is pinned


Mon Jul 14, 2008 12:58 am
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Post Re: Molotov
ty people


Wed Jul 16, 2008 5:47 am
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Post Re: Molotov
The Mind wrote:
It willAnimate
If you need proof,I'll give it to you

Hang on. A pinned AEmitter will animate? I thought nothing pinned could animate. That's been my experience with MOSParticles.

Then again, AEmitters are treated like MOSRotatings. And I've never dealt with trying to animate those.


Wed Jul 16, 2008 4:48 pm
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Post Re: Molotov
Image
The explosion(AEmitter) of this weapon is pinned.
If you need proof, just download this
viewtopic.php?f=61&t=11407


Wed Jul 16, 2008 5:08 pm
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Post Re: Molotov
The Mind wrote:
The explosion(AEmitter) of this weapon is pinned.
If you need proof, just download this
http://www.datarealms.com/forum/viewtop ... 61&t=11407

We know emitters can be pinned.
We're just discussing that Pinned emitters won't go through it's animation frames.


Wed Jul 16, 2008 7:22 pm
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Post Re: Molotov
No, pinned MOSParticles will not animated.

A pinned emitter can have an animated muzzleflash and will animate perfectly fine.

In conclusion everyone who does not actively create mods should stay out of Mod Making permanently.


Wed Jul 16, 2008 8:59 pm
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Post Re: Molotov
Grif wrote:
No, pinned MOSParticles will not animated.

A pinned emitter can have an animated muzzleflash and will animate perfectly fine.

In conclusion everyone who does not actively create mods should stay out of Mod Making permanently.

Who are you talking to?


Thu Jul 17, 2008 3:20 pm
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Post Re: Molotov
Mostly uh Roy.


Thu Jul 17, 2008 9:04 pm
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Post Re: Molotov
Grif wrote:
Mostly uh Roy.

K, just wondering :)


Thu Jul 17, 2008 10:02 pm
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