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				 Ameefmu 
				
				
					 Joined: Sat Aug 22, 2009 11:56 am Posts: 25
				 
				 
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				  Reversed Air Resistance - Exponential Speed Increases  
					
						Hi all.
  I'm trying to create a particle to be fired from a bomb or from a weapon, that begins with a movement speed of 5, yet increases drastically for each second it's active.  I've tried setting a negative AirResistance variable to the particle, yet that does absolutely nothing to the speed at which it progresses. I'm looking for a way to create the desired effect, preferably just by modifying the .ini file, but I'll have a go at Lua if necessary.
  It seems many variables can be modified by making them negative, I guess I just got my hopes up about AirResistance a bit too early.  Thanks in advance!
  Ameefmu (Who's still a Crabling, despite purchasing) 
					
  
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			| Sun Dec 13, 2009 3:10 am | 
			
				
					 
					
					 
				  
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				 CaveCricket48 
				
				
					 Joined: Tue Jun 12, 2007 11:52 pm Posts: 13144 Location: Here
				 
				 
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				  Re: Reversed Air Resistance - Exponential Speed Increases  
					
						Code: function Create(self)    self.AccelTimer = Timer();    self.acceleration = 5; -- acceleration    self.accelpertime = 1000; -- per time end
  function Update(self)    if self.AccelTimer:IsPastSimMS(self.accelpertime) then    self.AccelTimer:Reset();    self.Vel = Vector(self.Vel.X,self.Vel.Y):SetMagnitude(self.Vel.Magntiude+self.acceleration);    end end Attach that script to your particle.  
					
  
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			| Sun Dec 13, 2009 3:26 am | 
			
				
					 
					
					 
				  
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				 Ameefmu 
				
				
					 Joined: Sat Aug 22, 2009 11:56 am Posts: 25
				 
				 
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				  Re: Reversed Air Resistance - Exponential Speed Increases  
					
						Thankyou sir, with a bit of number tweaking it worked like a charm    
					
  
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			| Sun Dec 13, 2009 5:13 am | 
			
				
					 
					
					 
				  
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				 Geti 
				
				
					 Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
				 
				 
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				  Re: Reversed Air Resistance - Exponential Speed Increases  
					
						why not just  Code: function Update(self) self.Vel = self.Vel * 1.5 --put your number here end ? obviously 1.5 will make it go inordinately fast, but tweaking should be easy enough.  
					
  
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			| Sun Dec 13, 2009 7:17 am | 
			
				
					 
					
					 
				    
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				 Roon3 
				
				
					 Joined: Sun May 11, 2008 12:50 pm Posts: 899
				 
				 
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				  Re: Reversed Air Resistance - Exponential Speed Increases  
					
						How about this Code: function Create(self) self.A = <Insert starting speed of choice>; end
  function Update(self) self.Vel = self.Vel.Normalized * self.A; self.A = self.A + <Insert increment of choice>; end
  ?  
					
  
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			| Sun Dec 13, 2009 8:29 am | 
			
				
					 
					
					 
				    
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				 411570N3 
				
				
					 Joined: Wed Jan 07, 2009 10:26 am Posts: 4074 Location: That quaint little British colony down south
				 
				 
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				  Re: Reversed Air Resistance - Exponential Speed Increases  
					
						How about directly reading from Air resistance and applying only if it's negative? 
					
  
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			| Sun Dec 13, 2009 9:30 am | 
			
				
					 
					
					 
				    
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				 Geti 
				
				
					 Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
				 
				 
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				  Re: Reversed Air Resistance - Exponential Speed Increases  
					
						cause that would be silly when you could do it with an int and save reading the airresistance, and check how it works with PresetMan:ReloadAllScripts() 
					
  
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			| Tue Dec 15, 2009 5:36 am | 
			
				
					 
					
					 
				    
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				 AtomicTroop 
				
				
					 Joined: Fri Mar 16, 2007 1:28 pm Posts: 328 Location: Finland
				 
				 
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				  Re: Reversed Air Resistance - Exponential Speed Increases  
					
						Right, so you purchased already? To get rid of the crabling, go to your forum profile settings and add your reg key to the corresponding slot. 
					
  
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			| Wed Dec 16, 2009 11:56 am | 
			
				
					 
					
					 
				  
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