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A couple questions http://45.55.195.193/viewtopic.php?f=1&t=13213 |
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Author: | Solace [ Sat Dec 27, 2008 10:48 pm ] |
Post subject: | A couple questions |
First and probably most important, how do you make grenades that explode into grenades that work. When I have something gib or emit grenades, they usually don't explode, even when I set their gibimpulse limit to 2 and their velocity to 100. Second, how do you make emitters stay on? When I have something spawn an emitter, even with lifetime, restthreshhold, gibimplulse limit and gibwound limit set as high as possible, they usually only last a few seconds. Third, how do you make spawned grenades not show their names above them? |
Author: | Gotcha! [ Sun Dec 28, 2008 1:12 am ] |
Post subject: | Re: A couple questions |
Are you trying to make cluster bombs? My UniTec has two, thanks to Tosty. Perhaps you can copy some bits from that. |
Author: | Solace [ Sun Dec 28, 2008 3:03 am ] |
Post subject: | Re: A couple questions |
Well, more that if you have something gib into one of something else with no velocity, you've changed what it is/does. So I could have something that sometimes passes through mo's and sometimes does not, sometimes emits things and sometimes emits other things, and so on. I'll check it out though, thanks. ^^ |
Author: | Comment [ Sun Dec 28, 2008 5:05 am ] |
Post subject: | Re: A couple questions |
For your second question, I may have something. If you delete the value for LifeTime or EmissionCountLimit or whatever, those values will effectively be infinite, right? The zombie tubes work like that and they emit infinitely. |
Author: | Solace [ Sun Dec 28, 2008 5:35 am ] |
Post subject: | Re: A couple questions |
The problem isn't just that it stops emitting, it turns into terrain. I've seen some things that emit for a while, but they're all pinned in place... hoping that you can make one that rolls around still. |
Author: | Geti [ Sun Dec 28, 2008 6:26 am ] |
Post subject: | Re: A couple questions |
RestThreshhold = -5000 for emitted "grenades" a hacky way would be to use an AEmitter with a tiny gibimpulselimit (or high, if you want, doesnt bother me.) and then have it emit some ♥♥♥♥ high mass hitsmos = 0 MOPixels at high velocity (give them a short lifetime and no sharpness to prevent them raping the terrain) and use the gibs for the explosion. you can control how these "bombs" move with orienttovel and angularvel, aswell as the particles max and min velocities. hope this helps |
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