| Author | 
            Message | 
        
        
			| 
				
				 AGENT15 
				
				
					 Joined: Wed Jan 03, 2007 12:48 am Posts: 163
				 
				 
			 | 
			
				
				  AEmitters as timed explosives  
					
						Is there any way to make an emitter (like one being used for a rocket launcher) explode after a certain amount of time? Lifetime doesn't do anything from what I have seen, and TriggerDelay isn't allowed in an emitter. 
					
  
			 | 
		
		
			| Fri Jun 12, 2009 7:14 pm | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Mind 
				
				
					 Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
				 
				 
			 | 
			
				
				  Re: AEmitters as timed explosives  
					
						Make a massive Particle, then have the aemitter emit after a certain amount of time, using StartTimeMS = ???. Example: 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
 
  AddEffect = AEmitter    PresetName = KickStart    Mass = 0.0000001    HitsMOs = 0    GetsHitByMOs = 0    LifeTime = 5000000    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    BurstTriggered = 1    DeepCheck = 0    JointStrength = 100000    JointStiffness = 1    DrawAfterParent = 1    AddEmission = Emission       EmittedParticle = MOPixel          CopyOf = Kicks       StartTimeMS = 1750  <------starts after 1.75 seconds.       Spread = 3.14       MaxVelocity = 10       MinVelocity = 10       PushesEmitter = 1    EmissionEnabled = 1    EmissionsIgnoreThis = 1    ParticlesPerMinute = 500    EmissionCountLimit = 1    BurstSize = 1    BurstScale = 1    BurstDamage = 100    BurstTriggered = 0    FlashOnlyOnBurst = 0 Hope this helps    
					
  
			 | 
		
		
			| Fri Jun 12, 2009 7:17 pm | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 AGENT15 
				
				
					 Joined: Wed Jan 03, 2007 12:48 am Posts: 163
				 
				 
			 | 
			
				
				  Re: AEmitters as timed explosives  
					
						Cool, thank you! 
					
  
			 | 
		
		
			| Fri Jun 12, 2009 7:19 pm | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Mind 
				
				
					 Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
				 
				 
			 | 
			
				
				  Re: AEmitters as timed explosives  
					
						Sure, no problem at all    
					
  
			 | 
		
		
			| Fri Jun 12, 2009 7:20 pm | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Duh102 
				happy carebear mom 
				
					 Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
				 
				 
			 | 
			
				
				  Re: AEmitters as timed explosives  
					
						You can also use Lua now, if you're lazy. Code: function Create(self) self.destTimer = Timer(); end function Update(self) if self.destTimer:IsPastSimMS(time) then self:GibThis(); end end  
					
  
			 | 
		
		
			| Fri Jun 12, 2009 7:41 pm | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 lafe 
				
				
					 Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
				 
				 
			 | 
			
				
				  Re: AEmitters as timed explosives  
					
						Duh102 wrote: You can also use Lua now, if you're LAFE. Code: function Create(self) self.destTimer = Timer(); end function Update(self) if self.destTimer:IsPastSimMS(time) then self:GibThis(); end end  
					
  
			 | 
		
		
			| Fri Jun 12, 2009 8:39 pm | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Roy-G-Biv 
				
				
					 Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
				 
				 
			 | 
			
				
				  Re: AEmitters as timed explosives  
					
						lafe wrote: Duh102 wrote: You can also use Lua now, if you're LAFE. Code: function Create(self) self.destTimer = Timer(); end function Update(self) if self.destTimer:IsPastSimMS(time) then self:GibThis(); end end You know, that was the most pointless post of all time. Anyhow,  making this not as bad as lafe's post, is lua scripting easier than ini editing if you know how to do both? Not saying I can make Lua scripts.  
					
  
			 | 
		
		
			| Fri Jun 12, 2009 8:43 pm | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Duh102 
				happy carebear mom 
				
					 Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
				 
				 
			 | 
			
				
				  Re: AEmitters as timed explosives  
					
						Roy-G-Biv wrote: is lua scripting easier than ini editing if you know how to do both? Not saying I can make Lua scripts. It depends on what you're trying to do. Some things are easier in Lua, others are easier through ini. For example, giving an emitter angular acceleration. Sure, you could add to the AngularVel through Lua each frame, but you could also just place an offsetted emitter on it, and likely you want to be spewing things in that curling direction anyhow. However, making the emitter follow an actor around would be very hard with plain ini editing, but relatively easy with Lua (depending on how well you want it to follow).  
					
  
			 | 
		
		
			| Fri Jun 12, 2009 8:49 pm | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 lafe 
				
				
					 Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
				 
				 
			 | 
			
				
				  Re: AEmitters as timed explosives  
					
						Duh102 wrote: Roy-G-Biv wrote: is lua scripting easier than ini editing if you know how to do both? Not saying I can make Lua scripts. yes, and the LAFE post was implying that i wass lazy, no special.  
					
  
			 | 
		
		
			| Fri Jun 12, 2009 9:49 pm | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
	
		 |