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Making an Explosive That Starts The Timer on Contact http://45.55.195.193/viewtopic.php?f=1&t=45626 |
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Author: | Galahir950 [ Tue Apr 15, 2014 7:40 pm ] |
Post subject: | Making an Explosive That Starts The Timer on Contact |
How can I make this throwing knife activate the countdown once it hits something? Code: AddDevice = TDExplosive PresetName = Active Explosive Throwing Knife Description = A explosive throwing knife. AddToGroup = Bombs AddToGroup = Raptor Defense Industries PinStrength = 3 Mass = 7 RestThreshold = -500 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte/Devices/Explosives/Knife Bomb.bmp FrameCount = 2 SpriteOffset = Vector X = -3 Y = -3 EntryWound = AEmitter CopyOf = Dent Metal No Spark ExitWound = AEmitter CopyOf = Dent Metal No Spark GoldValue = 15 AngularVel = 9 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Concrete Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Concrete Resolution = 4 Depth = 10 DeepCheck = 0 TriggerDelay = 4000 ActivatesWhenReleased = 1 GibImpulseLimit = 10000 GibWoundLimit = 9 GibSound = Sound AddSample = ContentFile FilePath = Base.rte/Sounds/Explode2.wav AddGib = Gib GibParticle = MOSParticle CopyOf = Side Thruster Blast Ball 1 Count = 2 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Gray Count = 16 Spread = 3.1 MinVelocity = 50 MaxVelocity = 60 AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Yellow Count = 14 Spread = 3.1 MinVelocity = 50 MaxVelocity = 60 AddGib = Gib GibParticle = MOPixel CopyOf = Air Blast Count = 20 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOSRotating CopyOf = Flame Ball 1 Count = 5 Spread = 3.1 MaxVelocity = 6 MinVelocity = 2 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 1 Count = 12 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Count = 10 Spread = 3.1 MaxVelocity = 12 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Glow Count = 2 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = AEmitter CopyOf = Explosion Trail 1 Count = 2 Spread = 3.1 MaxVelocity = 40 MinVelocity = 20 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Flame Smoke 1 Count = 6 Spread = 3.1 MaxVelocity = 12 MinVelocity = 3 LifeVariation = 0.50 GibImpulseLimit = 6000 GibWoundLimit = 1 AddDevice = TDExplosive PresetName = Explosive Throwing Knife Description = A explosive throwing knife. AddToGroup = Bombs AddToGroup = Raptor Defense Industries Mass = 7 RestThreshold = -500 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte/Devices/Explosives/Knife Bomb000.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -3 EntryWound = AEmitter CopyOf = Dent Metal No Spark ExitWound = AEmitter CopyOf = Dent Metal No Spark GoldValue = 15 AngularVel = 9 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Concrete Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Concrete Resolution = 4 Depth = 10 DeepCheck = 0 JointStrength = 80 JointStiffness = 0.5 DrawAfterParent = 1 DetonationSound = Sound AddSample = ContentFile Path = RDI.rte\Devices\SatchelCharge\ActivateC-4.wav StanceOffset = Vector X = -12 Y = -5 StartThrowOffset = Vector X = -12 Y = -5 EndThrowOffset = Vector X = -12 Y = -5 MinThrowVel = 3 MaxThrowVel = 30 TriggerDelay = 99999 ActivatesWhenReleased = 1 AddGib = Gib GibParticle = TDExplosive CopyOf = Active Explosive Throwing Knife Count = 1 Spread = 2.25 MaxVelocity = 0.1 MinVelocity = 0 InheritsVel = 0 GibImpulseLimit = 1 GibWoundLimit = 1 |
Author: | Asklar [ Wed Apr 16, 2014 1:07 am ] |
Post subject: | Re: Making an Explosive That Starts The Timer on Contact |
Just add a lua script to the Active Explosive Throwing Knife. Code: function create(self) self:Activate(); end Then, when it's created, it's gonna activate itself. |
Author: | Galahir950 [ Wed Apr 16, 2014 1:53 am ] |
Post subject: | Re: Making an Explosive That Starts The Timer on Contact |
Thanks! Edit: How do I get it to do a trigger delay? MOS Rotating doesnt work with TriggerDelay. I had to use MOS rotating because TDExplosive would just create the explosive and not activate it. |
Author: | CaveCricket48 [ Wed Apr 16, 2014 2:39 am ] |
Post subject: | Re: Making an Explosive That Starts The Timer on Contact |
You'll have to use a script that gibs the MOSRotating after a set period of time. Code: function Create(self) self.gibtimer = Timer(); end function Update(self) if self.gibTimer:IsPastSimMS(4000) then self:GibThis(); end end |
Author: | Galahir950 [ Wed Apr 16, 2014 2:54 am ] |
Post subject: | Re: Making an Explosive That Starts The Timer on Contact |
CaveCricket48 wrote: You'll have to use a script that gibs the MOSRotating after a set period of time. Code: function Create(self) self.gibtimer = Timer(); end function Update(self) if self.gibTimer:IsPastSimMS(4000) then self:GibThis(); end end Would That be in 2 different files, or in the same one? |
Author: | CaveCricket48 [ Wed Apr 16, 2014 3:02 am ] |
Post subject: | Re: Making an Explosive That Starts The Timer on Contact |
Same script file, attached to the MOSRotating. |
Author: | Galahir950 [ Wed Apr 16, 2014 3:26 am ] |
Post subject: | Re: Making an Explosive That Starts The Timer on Contact |
CaveCricket48 wrote: Same script file, attached to the MOSRotating. I attatched it to the MOSRotating, but it wont detonate it. it just sits there, even when I set the timer to 1. Code: AddActor = MOSRotating PresetName = Active Explosive Throwing Knife Description = A explosive throwing knife. PinStrength = 3 Mass = 7 RestThreshold = -500 HitsMOs = 1 GetsHitByMOs = 1 ScriptPath = RDI.rte/Devices/Explosives/arm.lua SpriteFile = ContentFile FilePath = RDI.rte/Devices/Explosives/Knife Bomb.bmp FrameCount = 2 SpriteOffset = Vector X = -3 Y = -3 EntryWound = AEmitter CopyOf = Dent Metal No Spark ExitWound = AEmitter CopyOf = Dent Metal No Spark GoldValue = 7 AngularVel = 9 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Concrete Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Concrete Resolution = 4 Depth = 10 DeepCheck = 0 GibImpulseLimit = 10000 GibWoundLimit = 9 GibSound = Sound AddSample = ContentFile FilePath = Base.rte/Sounds/Explode2.wav AddGib = Gib GibParticle = MOSParticle CopyOf = Side Thruster Blast Ball 1 Count = 2 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Gray Count = 16 Spread = 3.1 MinVelocity = 50 MaxVelocity = 60 AddGib = Gib GibParticle = MOPixel CopyOf = Grenade Fragment Yellow Count = 14 Spread = 3.1 MinVelocity = 50 MaxVelocity = 60 AddGib = Gib GibParticle = MOPixel CopyOf = Air Blast Count = 20 MinVelocity = 50 MaxVelocity = 75 AddGib = Gib GibParticle = MOSRotating CopyOf = Flame Ball 1 Count = 5 Spread = 3.1 MaxVelocity = 6 MinVelocity = 2 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 1 Count = 12 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Count = 10 Spread = 3.1 MaxVelocity = 12 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Explosion Smoke 2 Glow Count = 2 Spread = 3.1 MaxVelocity = 10 MinVelocity = 0 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = AEmitter CopyOf = Explosion Trail 1 Count = 2 Spread = 3.1 MaxVelocity = 40 MinVelocity = 20 LifeVariation = 0.50 InheritsVel = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Flame Smoke 1 Count = 6 Spread = 3.1 MaxVelocity = 12 MinVelocity = 3 LifeVariation = 0.50 GibImpulseLimit = 1 GibWoundLimit = 1 AddDevice = TDExplosive PresetName = Explosive Throwing Knife Description = A explosive throwing knife. AddToGroup = Bombs AddToGroup = Raptor Defense Industries Mass = 7 RestThreshold = -500 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = RDI.rte/Devices/Explosives/Knife Bomb000.bmp FrameCount = 1 SpriteOffset = Vector X = -3 Y = -3 EntryWound = AEmitter CopyOf = Dent Metal No Spark ExitWound = AEmitter CopyOf = Dent Metal No Spark GoldValue = 15 AngularVel = 9 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Concrete Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Concrete Resolution = 4 Depth = 10 DeepCheck = 0 JointStrength = 80 JointStiffness = 0.5 DrawAfterParent = 1 DetonationSound = Sound AddSample = ContentFile Path = RDI.rte\Devices\SatchelCharge\ActivateC-4.wav StanceOffset = Vector X = -12 Y = -5 StartThrowOffset = Vector X = -12 Y = -5 EndThrowOffset = Vector X = -12 Y = -5 MinThrowVel = 3 MaxThrowVel = 30 TriggerDelay = 99999 ActivatesWhenReleased = 1 AddGib = Gib GibParticle = MOSRotating CopyOf = Active Explosive Throwing Knife Count = 1 Spread = 2.25 MaxVelocity = 0.1 MinVelocity = 0 InheritsVel = 0 GibImpulseLimit = 1 GibWoundLimit = 1 LUA Code: function Create(self) self.gibtimer = Timer(); end function Update(self) if self.gibTimer:IsPastSimMS(1) then self:GibThis(); end end |
Author: | CaveCricket48 [ Wed Apr 16, 2014 3:32 am ] |
Post subject: | Re: Making an Explosive That Starts The Timer on Contact |
Are there any errors in the Lua console? |
Author: | Arcalane [ Wed Apr 16, 2014 4:02 am ] |
Post subject: | Re: Making an Explosive That Starts The Timer on Contact |
Galahir950 wrote: This is the console. Code: function Create(self) self.GibTimer = Timer(1); end function Update(self) if self.GibTimer:IsPastSimMS(3000) then self:GibThis(); end end It should just be "self.GibTimer = Timer();" - you do not put a number within those brackets. |
Author: | Galahir950 [ Wed Apr 16, 2014 4:07 am ] |
Post subject: | Re: Making an Explosive That Starts The Timer on Contact |
thank you |
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