| Author | Message | 
        
			| The Haunted Shadow 
					Joined: Sun Aug 02, 2009 8:16 pm
 Posts: 32
 Location: Cyberspace
   |   Making a ship explode post-scuttle/primary explosion!Hi, I would like some help on my Warship Mark 1 mod that I am making for my Shadow Force Faction.
 The WHS MK1 is based off the Rocket MK2 and I want to know how to make it explode about 4 more times after the user has destroyed it (Scuttle) or it has been destroyed.
 
 Thank you for the help given (if any).
 
 
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			| Sat Aug 08, 2009 7:14 pm | 
					
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			| Flammablezombie 
					Joined: Wed Jan 14, 2009 7:12 pm
 Posts: 1525
 Location: In between your sister's legs, showing her how to use a... PS3 controller!
   |   Re: Making a ship explode post-scuttle/primary explosion!make a bomb that has no gibimpulselimit that explodes into the rocket gibs again and a bomb that gibs from it and repeat 4 times. 
 
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			| Sat Aug 08, 2009 7:22 pm | 
					
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			| The Haunted Shadow 
					Joined: Sun Aug 02, 2009 8:16 pm
 Posts: 32
 Location: Cyberspace
   |   Re: Making a ship explode post-scuttle/primary explosion! Please can I have the code ( I have only just started again after 3 years and it is different ). I don't want it to be something I buy or something visible, I mean like a bit of code? Thanks.
 
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			| Sat Aug 08, 2009 7:25 pm | 
					
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			| Mind 
					Joined: Thu Mar 06, 2008 10:54 pm
 Posts: 1360
 Location: USA
   |   Re: Making a ship explode post-scuttle/primary explosion!Just multiply everything by four? 
 
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			| Sat Aug 08, 2009 10:56 pm | 
					
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			| The Haunted Shadow 
					Joined: Sun Aug 02, 2009 8:16 pm
 Posts: 32
 Location: Cyberspace
   |   Re: Making a ship explode post-scuttle/primary explosion!Oh so copy all the gibs and then paste another 4 times, right. Ok.
 I want an interval in between each explosion, sorry and thanks.
 
 
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			| Sun Aug 09, 2009 10:24 am | 
					
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			| Shook 
					Joined: Fri Feb 16, 2007 8:43 pm
 Posts: 1695
 Location: AH SHIT FUCK AUGH
   |   Re: Making a ship explode post-scuttle/primary explosion!Make the ship gib an AEmitter, which emits an instantly exploding object with the desired explosion four times. Example: Code: AddEffect = AEmitterInstanceName = Kerbooge
 Mass = 0.001
 LifeTime = 4000 // Higher than necessary lifetime, to ensure that all explosions appear, while still removing the emitter
 HitsMOs = 0
 GetsHitByMOs = 0
 PinStrength = 999
 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
 DeepCheck = 0
 JointStrength = 10000
 JointStiffness = 1
 DrawAfterParent = 1
 AddEmission = Emission
 EmittedParticle = MOSRotating
 CopyOf = ThisObjectWillMakeTheExplosion
 Spread = 0
 MinVelocity = 1
 MaxVelocity = 1
 EmissionEnabled = 1
 EmissionsIgnoreThis = 1
 EmissionCountLimit = 4 // How many explosions will appear
 ParticlesPerMinute = 120 // How many explosions per minute, divide by 60 to find out in seconds
 BurstTriggered = 0
 Flash = None
 FlashOnlyOnBurst = 0
 
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			| Sun Aug 09, 2009 11:27 am | 
					
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			| The Haunted Shadow 
					Joined: Sun Aug 02, 2009 8:16 pm
 Posts: 32
 Location: Cyberspace
   |   Re: Making a ship explode post-scuttle/primary explosion!Thank you very much. 
 
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			| Sun Aug 09, 2009 4:07 pm | 
					
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