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Emitted TDE's
http://45.55.195.193/viewtopic.php?f=1&t=14402
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Author:  Mind [ Thu Apr 23, 2009 10:13 pm ]
Post subject:  Emitted TDE's

Another problem.......When an AEmitter emits some TDE's (that are pinned), they are not active...and they dont follow the trigger delay.. As in they still have a label on them.....

Anyone know how to make them active when theyre emitted?

Author:  numgun [ Thu Apr 23, 2009 11:17 pm ]
Post subject:  Re: Emitted TDE's

You cant, you'll need to use MOSR or AEmitter if you want to emit something that gibs. The latter if you want it to have a timer.

Author:  Mind [ Fri Apr 24, 2009 12:44 am ]
Post subject:  Re: Emitted TDE's

Sorry, the latter?

Author:  Azukki [ Fri Apr 24, 2009 12:51 am ]
Post subject:  Re: Emitted TDE's

The latter of the two he mentioned. He mentioned MOSRotatings and AEmitters.
Use AEmitters.

Author:  Mind [ Fri Apr 24, 2009 1:37 am ]
Post subject:  Re: Emitted TDE's

O ok, but for my purposes, imma prolly use MOSR's......

Author:  zalo [ Fri Apr 24, 2009 1:43 am ]
Post subject:  Re: Emitted TDE's

What he means by getting timers from AEmitters, is that you can make the emitter
emit a particle unto itself, and when the Emitter reaches it's Gib Wound Limit from
hurting itself, it will explode. Like a TDE.

Author:  Grif [ Fri Apr 24, 2009 4:06 am ]
Post subject:  Re: Emitted TDE's

Or use mass based timers.

Author:  numgun [ Fri Apr 24, 2009 10:45 am ]
Post subject:  Re: Emitted TDE's

Tell us what you want the *thing* to do exactly and we say how.

Or atleast try to. :)

Author:  Mind [ Fri Apr 24, 2009 9:10 pm ]
Post subject:  Re: Emitted TDE's

Well........ i dont want to give anything away xD i think its a new idea, not to be dumb or anything. Ill test it out and see what works best :)

Author:  Mind [ Fri Apr 24, 2009 10:41 pm ]
Post subject:  Re: Emitted TDE's

Sorry for the Double-post, but it still isnt working.....

Ok, its an AEmitter that emits pinned MOSR's that are supposed to gib after their lifetime, but the problem is they wont gib........ anyone know how to make them gib?

@ zalo: how do you make it emit a particle that hits itself? I particle w/ a really short lifetime that is fairly massive and sharp?

Author:  Grif [ Sat Apr 25, 2009 2:12 am ]
Post subject:  Re: Emitted TDE's

If you want it to wound itself, make absolutely sure that EmissionsIgnoreThis is set to 0. Then just make the particles have enough power to puncture the material of the emitter.

Author:  Mind [ Sat Apr 25, 2009 4:11 am ]
Post subject:  Re: Emitted TDE's

Code:
AddEffect = MOPixel
   PresetName = Sharp Pixel
   Mass = 0.0000001
   LifeTime = 5
   Sharpness = 0.1
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 0
      G = 0
      B = 255
   Atom = Atom
      Material = Material
         CopyOf = Air
      TrailColor = Color
         R = 0
         G = 0
         B = 255
      TrailLength = 0

AddEffect = AEmitter
   PresetName = Pinned Grenade Detonater
   Mass = 0.001
   PinStrength = 9999
   HitsMOs = 1
   GetsHitByMOs = 1
   LifeTime = 100000000
   SpriteFile = ContentFile
      FilePath = Glow Technologies.rte/Images/MOSR2.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Air
      Resolution = 1
      Depth = 0
   BurstTriggered = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Sharp Pixel
      ParticlesPerMinute = 100
      BurstSize = 1
      Spread = 3.14
      MaxVelocity = 10
      MinVelocity = 20
      PushesEmitter = 1
   EmissionEnabled = 1
   EmissionsIgnoreThis = 0
   BurstSize = 1
   BurstScale = 1
   BurstTriggered = 1
   EmissionDamage = 0
   FlashOnlyOnBurst = 0
   ParentOffset = Vector
      X = 0
      Y = 0
   GibWoundLimit = 10


Obviously soemthing wrong here........help? :)

Author:  Geti [ Sat Apr 25, 2009 8:42 am ]
Post subject:  Re: Emitted TDE's

make the sharp pixel sharper and not made of air, and make the aemitter have a wound so you can be sure you're wounding it.

Author:  numgun [ Sat Apr 25, 2009 11:05 am ]
Post subject:  Re: Emitted TDE's

Dont use wounds dammit, those are unreliable. Use impulse power instead.
Revert your code back to MOSRotating you had and add this:

Code:
//Kickstart Emitter

AddEffect = MOPixel
   PresetName = Kicks
   Mass = 1500
   LifeTime = 1
   Sharpness = 0
   HitsMOs = 0
   GetsHitByMOs = 0
   Color = Color
      R = 255
      G = 0
      B = 255
   Atom = Atom
      Material = Material
         CopyOf = Bullet Metal
      TrailColor = Color
         R = 255
         G = 0
         B = 255
      TrailLength = 0

AddEffect = AEmitter
   PresetName = KickStart
   Mass = 0.000001
   LifeTime = 15000
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Null.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = 0
      Y = 0
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
   AddEmission = Emission
      EmittedParticle = MOPixel
         CopyOf = Kicks
      StartTimeMS = 3000   //HERE YOU PUT THE DELAY. 3000 = 3sec delay before boom.
      Spread = 3.14
      MinVelocity = 10
      MaxVelocity = 10
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   EmissionCountLimit = 1
   ParticlesPerMinute = 500
   BurstSize = 1
   BurstScale = 1
   BurstDamage = 100
   BurstTriggered = 0
   Flash = None
   FlashOnlyOnBurst = 0
   
/*   USE ME!!! ADD THIS TO YOUR MOSRotating.

   AddEmitter = AEmitter
      CopyOf = KickStart

*/



And then make sure on your gibbing MOSRotating to have these values:

Code:
   Mass = 1   //Atleast 1kg. Can be more
   GibImpulseLimit = 500
   AddEmitter = AEmitter
      CopyOf = KickStart

Author:  Mind [ Sat Apr 25, 2009 3:44 pm ]
Post subject:  Re: Emitted TDE's

Code:
AddEffect = MOPixel
      PresetName = Kicks
      Mass = 1500
      LifeTime = 1
      Sharpness = 0
      HitsMOs = 0
     GetsHitByMOs = 0
     Color = Color
           R = 255
           G = 0
            B = 255
   Atom = Atom
      Material = Material
               CopyOf = Bullet Metal
      TrailColor = Color
                 R = 255
              G = 0
              B = 255
            TrailLength = 0


Couldnt match property at line 419....... whats the problem?

Edit: Fixed that, but it keeps telling me it cant match protperties, but i see nothing wrong with the code...

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