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 AutoGibbing 
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Joined: Sun Dec 21, 2008 8:16 am
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Post 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?


Wed May 06, 2009 7:36 pm
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Joined: Fri Oct 17, 2008 9:46 pm
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Post 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.


Wed May 06, 2009 8:30 pm
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Post 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.


Wed May 06, 2009 8:35 pm
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post 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.


Wed May 06, 2009 8:36 pm
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Post 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
The result is that particles are emitted for a short period of time, and then the emitter disappears, and that short period of time might as well be instant to an observer. But it doesn't necessarily have to be that fast if you want to make an alternative explosive effect, lengthening and embracing this time of emission might be good for pushy yet nonlethal concussive blasts, or incendiaries.

There's usually more than one solution to a problem, and not often is one the best for all circumstances.


Thu May 07, 2009 1:30 am
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Joined: Sun Dec 21, 2008 8:16 am
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Post 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.


Mon May 11, 2009 7:01 pm
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