View unanswered posts | View active topics It is currently Thu Jan 09, 2025 11:34 pm



Reply to topic  [ 9 posts ] 
 AEmitters as timed explosives 
Author Message
User avatar

Joined: Wed Jan 03, 2007 12:48 am
Posts: 163
Reply with quote
Post 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
Profile
User avatar

Joined: Thu Mar 06, 2008 10:54 pm
Posts: 1360
Location: USA
Reply with quote
Post 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
Profile
User avatar

Joined: Wed Jan 03, 2007 12:48 am
Posts: 163
Reply with quote
Post Re: AEmitters as timed explosives
Cool, thank you!


Fri Jun 12, 2009 7:19 pm
Profile
User avatar

Joined: Thu Mar 06, 2008 10:54 pm
Posts: 1360
Location: USA
Reply with quote
Post Re: AEmitters as timed explosives
Sure, no problem at all :)


Fri Jun 12, 2009 7:20 pm
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post 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
Profile
User avatar

Joined: Sat Mar 28, 2009 2:33 pm
Posts: 718
Reply with quote
Post 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
Profile
User avatar

Joined: Mon Feb 12, 2007 12:46 am
Posts: 1765
Location: ..............
Reply with quote
Post 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
Profile
happy carebear mom
User avatar

Joined: Tue Mar 04, 2008 1:40 am
Posts: 7096
Location: b8bbd5
Reply with quote
Post 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
Profile
User avatar

Joined: Sat Mar 28, 2009 2:33 pm
Posts: 718
Reply with quote
Post 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
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 9 posts ] 

Who is online

Users browsing this forum: Google [Bot]


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.038s | 14 Queries | GZIP : Off ]