
 Re: Help with TDExplosives / AEmitters
use code tags please
Code:
AddAmmo = TDExplosive
   PresetName = Explosion
   Mass = 10
   RestThreshold = -500
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   SpriteOffset = Vector
      X = -2
      Y = -2
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 4
      Depth = 1
   DeepCheck = 1
   AirResistance = 0
   JointStrength = 6
   JointStiffness = 0.5
   DrawAfterParent = 1
   GlobalAccScalar = 0
   GibSound= Sound
      AddSample = ContentFile
         Path = Base.rte/Sounds/Explode2.wav
   OrientToVel = 1
   TriggerDelay = 1
   AddGib = Gib
      GibParticle = MOPixel
         PresetName = You Forgot This
         Mass = 0.1
         Sharpness = 5
         HitsMOs = 1
         GetsHitByMOs = 0
         GlobalAccScalar = 1
         Color = Color
            R = 255
            G = 255
            B = 255
         Atom = Atom
            Material = Material
               CopyOf = Bullet Metal
            TrailColor = Color
               R = 150
               G = 150
               B = 255
            TrailLength = 20
      Count = 5
      Spread = 2
      MaxVelocity = 10
      MinVelocity = 5
      InheritsVel = 0
also, lifetime doesnt make AEmitters gib, it makes them vanish. to make them gib use a delayed heavy particle.