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Molotov http://45.55.195.193/viewtopic.php?f=1&t=11699 |
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Author: | Xenomorph [ Sun Jul 13, 2008 4:20 am ] |
Post subject: | 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 |
Author: | Grif [ Sun Jul 13, 2008 4:25 am ] |
Post subject: | 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. |
Author: | Xenomorph [ Sun Jul 13, 2008 4:29 am ] |
Post subject: | 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 ? |
Author: | tosty [ Sun Jul 13, 2008 6:59 am ] |
Post subject: | 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. |
Author: | Mind [ Mon Jul 14, 2008 12:05 am ] |
Post subject: | 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. |
Author: | Roy-G-Biv [ Mon Jul 14, 2008 12:55 am ] |
Post subject: | 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. |
Author: | Mind [ Mon Jul 14, 2008 12:58 am ] |
Post subject: | 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 |
Author: | Xenomorph [ Wed Jul 16, 2008 5:47 am ] |
Post subject: | Re: Molotov |
ty people |
Author: | Darlos9D [ Wed Jul 16, 2008 4:48 pm ] |
Post subject: | 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. |
Author: | Mind [ Wed Jul 16, 2008 5:08 pm ] |
Post subject: | Re: Molotov |
The explosion(AEmitter) of this weapon is pinned. If you need proof, just download this viewtopic.php?f=61&t=11407 |
Author: | Roy-G-Biv [ Wed Jul 16, 2008 7:22 pm ] |
Post subject: | 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. |
Author: | Grif [ Wed Jul 16, 2008 8:59 pm ] |
Post subject: | 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. |
Author: | Mind [ Thu Jul 17, 2008 3:20 pm ] |
Post subject: | 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? |
Author: | Grif [ Thu Jul 17, 2008 9:04 pm ] |
Post subject: | Re: Molotov |
Mostly uh Roy. |
Author: | Mind [ Thu Jul 17, 2008 10:02 pm ] |
Post subject: | Re: Molotov |
Grif wrote: Mostly uh Roy. K, just wondering |
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