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 Gibbing when all health is gone 
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Joined: Sat Jun 16, 2007 2:31 am
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Post Gibbing when all health is gone
Ok here is my problem:

I need a little tidbit of code that will make an actor completely gib when he looses his health, or at least gib his body.

I won't say what this is for, other than a revolutionary actor. And i need this code ASAP.


Tue Jan 08, 2008 1:12 am
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REAL AMERICAN HERO
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Post Re: Gibbing when all health is gone
That's not possible.

Learn to tweak gibwoundlimits.


Tue Jan 08, 2008 2:01 am
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Post Re: Gibbing when all health is gone
whitty wrote:
Ok here is my problem:

I need a little tidbit of code that will make an actor completely gib when he looses his health, or at least gib his body.

I won't say what this is for, other than a revolutionary actor. And i need this code ASAP.


Can't be done with actors, but ACRockets do it (much to my chagrin). Does that help any?


Tue Jan 08, 2008 2:08 am
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Post Re: Gibbing when all health is gone
not really.

its for my suicide actor and ive tried using an emitter but that doesnt give it the effect i want. All it does is drain his health, no matter where i puit the emitter, how sharp the particles are, or the velocity they are shot at. and yes, it is HitMOS = 1.


Tue Jan 08, 2008 2:15 am
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Post Re: Gibbing when all health is gone
Ah, how is a suicide actor in any way revolutionary?

Anyways, if you do burstdamage right, set the EmissionsPerMinute or whatever to the right value, and give the wound the right damage, it ought to be able to emit suicide particles at a fairly good rate.


Tue Jan 08, 2008 2:18 am
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Post Re: Gibbing when all health is gone
i have it timed and everything perfectly for the beep sound to go off every time he looses 1 health, and ive timed it out exactly to last 30 seconds before he dies/gibs. and the wounds are perfect. right now, im setting him off with an old bomb i made.

the revolutionary part is no one has done it this way before.

im just stuck on the gibbing part.


Tue Jan 08, 2008 2:32 am
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Post Re: Gibbing when all health is gone
Make it so that the Emitter has a
BurstSpacing = 30000 (30 seconds)
on an emitter than shoots out a 9999999999 mass(or something high enough to gib his body) particle that has a life time of 0.001
I'm pretty sure that this will work


Tue Jan 08, 2008 5:07 am
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Post Re: Gibbing when all health is gone
tried it, keeps failing at line 433 and says:

Quote:
Property name wasn't followed by a value in *filepath* at line 433


This is what line 433 is:

Code:
   Sharpness = 50


I've tried making the sharpness 99999 and that and even less. It just wont work.

And here is the currently failing code:

Code:
AddEffect = MOPixel
   InstanceName = StartDamage
   Mass = 99999999
   RestThreshold = 500
   LifeTime = 0.001
   Sharpness = 50
   HitsMOs = 1
   GetsHitByMOs = 0
   Color = Color
      R = 143
      G = 143
      B = 143
   Atom = Atom
      Material = Material
         CopyOf = Default
      TrailColor = Color
         R = 155
         G = 155
         B = 155
      TrailLength = 1


Tue Jan 08, 2008 6:28 am
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Post Re: Gibbing when all health is gone
whitty wrote:
tried it, keeps failing at line 433 and says:



Try lowering the mass, 6 digits of 9.


Tue Jan 08, 2008 6:37 am
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Post Re: Gibbing when all health is gone
nope, same error.


Tue Jan 08, 2008 6:42 am
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Post Re: Gibbing when all health is gone
OHAITHAR!

why not just give him a bomb that explodes when used or shot at?


Tue Jan 08, 2008 10:48 am
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Post Re: Gibbing when all health is gone
I think he kind of wants it to autodie.


Tue Jan 08, 2008 4:31 pm
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Post Re: Gibbing when all health is gone
well he will have to make do, like the rest of us.


Tue Jan 08, 2008 5:34 pm
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Post Re: Gibbing when all health is gone
Give it another emitter that doesn't emit until time is up - do this by making sure the burst on this emitter is non-existant, and making the emissions per minute 2 - that way it will only emit after 30 seconds. And when it does you can have it emit the explosion.


Tue Jan 08, 2008 5:36 pm
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Post Re: Gibbing when all health is gone
It doesn't seem to be possible, and it doesn't sound like it would be very useful if it was possible.
Why would you want a timed actor as opposed to one that you could set off at your will?


Tue Jan 08, 2008 5:42 pm
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