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AGENT15
Joined: Wed Jan 03, 2007 12:48 am Posts: 163
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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.
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Fri Jun 12, 2009 7:14 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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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
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Fri Jun 12, 2009 7:17 pm |
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AGENT15
Joined: Wed Jan 03, 2007 12:48 am Posts: 163
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Re: AEmitters as timed explosives
Cool, thank you!
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Fri Jun 12, 2009 7:19 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: AEmitters as timed explosives
Sure, no problem at all
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Fri Jun 12, 2009 7:20 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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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
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Fri Jun 12, 2009 7:41 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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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
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Fri Jun 12, 2009 8:39 pm |
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Roy-G-Biv
Joined: Mon Feb 12, 2007 12:46 am Posts: 1765 Location: ..............
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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.
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Fri Jun 12, 2009 8:43 pm |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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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).
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Fri Jun 12, 2009 8:49 pm |
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lafe
Joined: Sat Mar 28, 2009 2:33 pm Posts: 718
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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.
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Fri Jun 12, 2009 9:49 pm |
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