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 CaveCricket's Mini Mods *UPDATE (8-20-09) Tele bugs fixed 
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
maybe you should try to READ thoose letters that appear in crash messages, theese letters make words and words makes sentences.


Mon Mar 16, 2009 7:29 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
I could try...


Tue Mar 17, 2009 12:26 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
Ok, I made 2 versions of a "Coloumn Grenade", which spawns a stalagmite on the ground. The first version has a rising emitter that shoots dirt particles at the ground to "grow" the coloumn, but isn't very effective. The second version just pops a pre-made coloumn into place.

What I want to know is should I use the first, cooler method that doesn't work too well, or the second which works 100% of the time but looks wierd that it just pops into existance?


Wed Mar 18, 2009 12:54 am
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
Make it fire downwards. That's how the gold seed works. When it's done just pop the remaining dirt into existence around the thinner base of the column.


Wed Mar 18, 2009 11:16 pm
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
Actually, the gold seed does have an emmiter, but it doesn't fire downwards. In game, gold has a strange propery where if gold particles are spawned inside a mass terrain that is made of gold, it will move to the outside of the gold mass, giving an appearance of growing gold. Other materials won't do the same thing though, so the emmiter has to be moving or it will get stuck in the pile of what-ever it is spraying and stop spawning particles. And even if I use both techniques mentioed earlier to create a rock coloumn, it will look strange, since the emmiter one currently looks like a thin needle.


Thu Mar 19, 2009 1:55 am
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
Hey guys, what do you think about a Boomerang? I already have a some-what working proto-type, and if that fails, I've thought of another working design. Post your opinions! I need a little motivation.

BTW, I also think I have the record for the most double posts.But that wouldn't be the case if there was a bump button.


Sat Mar 21, 2009 2:21 am
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
It should be a special thermal boomerang that goes through actors then deactivates before returning to the place of origin.


Sat Mar 21, 2009 2:24 am
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
That's what it's going to do. By the way, does anyone know how to make an emitter fire after a certain time?


Sat Mar 21, 2009 3:05 am
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
CaveCricket48 wrote:
But that wouldn't be the case if there was a bump button.

You could copy, delete, and repost... not that I've ever been that desperate for attention. >.>; <.<;

CaveCricket48 wrote:
does anyone know how to make an emitter fire after a certain time?

Emission start/stop time... check out the rocket launcher.


Sat Mar 21, 2009 3:07 am
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
1.EmissionStartTime
2.EmissionStopTime
3.StartTimeMS
4.EffectStartTime
5.EffectStopTime

The above don't seem to effect the start time of emitters. 1 and 2 crash CC, and the rest don't function.


Sat Mar 21, 2009 3:15 am
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
StartTimeMS is what you want, put it in the emission definition, not the emitter definition.
also, to make something work in a similar way to gold, raise the materials priority.
edit: whoops, typo.


Last edited by Geti on Sat Mar 21, 2009 3:39 am, edited 1 time in total.



Sat Mar 21, 2009 3:38 am
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
Code:
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Flame Smoke 1
         InstanceName = Rocket Launcher Smoke 1
         LifeTime = 200
      ParticlesPerMinute = 10000
      StartTimeMS = 100//This
      StopTimeMS = 500//and this
      BurstSize = 1
      Spread = 3.1
      MaxVelocity = 1
      MinVelocity = 0
      PushesEmitter = 0

Take a look at Coalition.rte/Devices/RPGs/RPGs.ini, they work fine. You have to place them in the emission block, as above, though.
As you said, I don't think EmissionStartTime and EmissionStopTime work, and EffectStartTime and EffectStopTime are for ScreenEffects.
Code:
   ScreenEffect = ContentFile
      FilePath = Base.rte/Effects/Glows/YellowBig.bmp
   EffectStartTime = 0
   EffectStopTime = 55
   EffectStartStrength = 1.0
   EffectStopStrength = 0


Sat Mar 21, 2009 3:38 am
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
Still doesn't work. Maybe you will have some more luck with it.

Attachment:
File comment: Arg. It doesn't work.
Laser-Boomer.rte.rar [12.94 KiB]
Downloaded 257 times


Sat Mar 21, 2009 4:02 am
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Post Re: CaveCricket's Mini Mods *UPDATE (3-14-09)
I see you used EffectStartTime without defining a glow. I take it you want "Laser-Boomerang Return" to emit a single "Laser-Boomer" after 2000 MS, yes? Then you would probably have more luck making a MOSRotating with an attached emitter. The MOSRotating (with a low GibImpulseLimit) would gib the "Laser-Boomer" when the AEmitter began emitting super heavy particles with StartTimeMS = 2000 on the AddEmission block.


Sat Mar 21, 2009 5:01 am
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Post Re: CaveCricket's Mini Mods *UPDATE (4-19-09)
Updated. I added the following:
Compact-RL (Rocket Launcher)
Laser Spinner
C-Frag Grenade

And I tweaked the explosions on the grenade launcher.

EDIT: I forgot to mention, PLEASE CONTRIBUTE IDEAS. I can't think of any thing else to make.


Sun Apr 19, 2009 10:07 pm
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