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AutoGibbing http://45.55.195.193/viewtopic.php?f=1&t=14517 |
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Author: | deathbringer [ Wed May 06, 2009 7:36 pm ] |
Post subject: | AutoGibbing |
Okay I know this has been made countless times but the mods that did it are just.. well... not uploaded anymore so i can't get any idea of how to do this. I want my AEmmiter to automatically gib itself after a short time. I tried the lifetime variant but it just disappear without any gibs. Is there any super miraculous code that does this without giving atrocious headaches? |
Author: | Areku [ Wed May 06, 2009 8:30 pm ] |
Post subject: | Re: AutoGibbing |
Hmm... If I remember well, it was the GibImpulseLimit. You make the emmiter launch a very heavy particle after the desired amount of time, generating too much impulse and making it gib. Not really sure about it, but I think that's how it worked. |
Author: | Duh102 [ Wed May 06, 2009 8:35 pm ] |
Post subject: | Re: AutoGibbing |
Yep, or at least that's how I do it. Here's an example. Code: AddEffect = AEmitter PresetName = Breaker Mass = 0.1 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 = Air Resolution = 1 Depth = 0 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Bare MOPixel//Replace with suitable heavy MOPixel, usually mass > 5000 ParticlesPerMinute = 600 BurstSize = 1 Spread = 0 MaxVelocity = 100 MinVelocity = 100 PushesEmitter = 1 StartTimeMS = 150//Time in MS after spawning to explode EmissionEnabled = 1 EmissionsIgnoreThis = 0 BurstSize = 1 BurstScale = 1 BurstTriggered = 1 BurstSpacing = 500 EmissionDamage = 0 FlashOnlyOnBurst = 0 And attach that to a MOSRot with low GimImpulseLimit(>0.0001). Or, it might work without having to attach it, just the AEmitter itself. I remember trying it with just the emitter, but I don't remember if it didn't gib because of something stupid I did or because it doesn't work. |
Author: | numgun [ Wed May 06, 2009 8:36 pm ] |
Post subject: | Re: AutoGibbing |
Areku wrote: Hmm... If I remember well, it was the GibImpulseLimit. You make the emmiter launch a very heavy particle after the desired amount of time, generating too much impulse and making it gib. Not really sure about it, but I think that's how it worked. The AAL Laser Marine's Destroyer cannon has this. Check it out. Its exatcly what Areku said. |
Author: | Azukki [ Thu May 07, 2009 1:30 am ] |
Post subject: | Re: AutoGibbing |
Or you could use the method I used for my MKV's explosion, which I used to make it disarmable by gibbing, but nuclear by timer. Numgun's TTB might also use this method too, I dunno. If the gibbing having inexact particle quantity, a lack of offsets, and a lack of velocity inheritance is okay, [such as for many explosives] consider just making the gibbing by adding gib emissions to the emitter you already have and want to 'gib'. For example, just put this emission on your emitter, change the StartTimeMS to whatever you want your detonation time to be in milliseconds, and make the emitter's lifetime said 'whatever' plus about 50. Then, to change the quantity of the particles, just change the ParticlesPerMinute. And then changing the type of particle and velocity and all that are obvious. Code: AddEmission = Emission EmittedParticle = MOSParticle CopyOf = Tiny Smoke Ball 1 ParticlesPerMinute = 60000 BurstSize = 50 Spread = 6.28 MaxVelocity = 150 MinVelocity = 0 PushesEmitter = 0 StartTimeMS = 950 There's usually more than one solution to a problem, and not often is one the best for all circumstances. |
Author: | deathbringer [ Mon May 11, 2009 7:01 pm ] |
Post subject: | Re: AutoGibbing |
I finally managed to make it work, thanks for your help! I had trouble because i was trying something more complicated than it really was, I simply used and emission directly on the thing I wanted to blow and it worked fine. |
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