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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Emitted TDE's
Another problem.......When an AEmitter emits some TDE's (that are pinned), they are not active...and they dont follow the trigger delay.. As in they still have a label on them.....
Anyone know how to make them active when theyre emitted?
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Thu Apr 23, 2009 10:13 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Emitted TDE's
You cant, you'll need to use MOSR or AEmitter if you want to emit something that gibs. The latter if you want it to have a timer.
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Thu Apr 23, 2009 11:17 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: Emitted TDE's
Sorry, the latter?
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Fri Apr 24, 2009 12:44 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Emitted TDE's
The latter of the two he mentioned. He mentioned MOSRotatings and AEmitters. Use AEmitters.
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Fri Apr 24, 2009 12:51 am |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: Emitted TDE's
O ok, but for my purposes, imma prolly use MOSR's......
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Fri Apr 24, 2009 1:37 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Re: Emitted TDE's
What he means by getting timers from AEmitters, is that you can make the emitter emit a particle unto itself, and when the Emitter reaches it's Gib Wound Limit from hurting itself, it will explode. Like a TDE.
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Fri Apr 24, 2009 1:43 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Emitted TDE's
Or use mass based timers.
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Fri Apr 24, 2009 4:06 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Emitted TDE's
Tell us what you want the *thing* to do exactly and we say how. Or atleast try to.
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Fri Apr 24, 2009 10:45 am |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: Emitted TDE's
Well........ i dont want to give anything away xD i think its a new idea, not to be dumb or anything. Ill test it out and see what works best
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Fri Apr 24, 2009 9:10 pm |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: Emitted TDE's
Sorry for the Double-post, but it still isnt working.....
Ok, its an AEmitter that emits pinned MOSR's that are supposed to gib after their lifetime, but the problem is they wont gib........ anyone know how to make them gib?
@ zalo: how do you make it emit a particle that hits itself? I particle w/ a really short lifetime that is fairly massive and sharp?
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Fri Apr 24, 2009 10:41 pm |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Emitted TDE's
If you want it to wound itself, make absolutely sure that EmissionsIgnoreThis is set to 0. Then just make the particles have enough power to puncture the material of the emitter.
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Sat Apr 25, 2009 2:12 am |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: Emitted TDE's
Code: AddEffect = MOPixel PresetName = Sharp Pixel Mass = 0.0000001 LifeTime = 5 Sharpness = 0.1 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 0 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Air TrailColor = Color R = 0 G = 0 B = 255 TrailLength = 0
AddEffect = AEmitter PresetName = Pinned Grenade Detonater Mass = 0.001 PinStrength = 9999 HitsMOs = 1 GetsHitByMOs = 1 LifeTime = 100000000 SpriteFile = ContentFile FilePath = Glow Technologies.rte/Images/MOSR2.bmp FrameCount = 1 SpriteOffset = Vector X = 0 Y = 0 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Air Resolution = 1 Depth = 0 BurstTriggered = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Sharp Pixel ParticlesPerMinute = 100 BurstSize = 1 Spread = 3.14 MaxVelocity = 10 MinVelocity = 20 PushesEmitter = 1 EmissionEnabled = 1 EmissionsIgnoreThis = 0 BurstSize = 1 BurstScale = 1 BurstTriggered = 1 EmissionDamage = 0 FlashOnlyOnBurst = 0 ParentOffset = Vector X = 0 Y = 0 GibWoundLimit = 10 Obviously soemthing wrong here........help?
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Sat Apr 25, 2009 4:11 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Emitted TDE's
make the sharp pixel sharper and not made of air, and make the aemitter have a wound so you can be sure you're wounding it.
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Sat Apr 25, 2009 8:42 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Emitted TDE's
Dont use wounds dammit, those are unreliable. Use impulse power instead. Revert your code back to MOSRotating you had and add this: Code: //Kickstart Emitter
AddEffect = MOPixel PresetName = Kicks Mass = 1500 LifeTime = 1 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 0
AddEffect = AEmitter PresetName = KickStart Mass = 0.000001 LifeTime = 15000 HitsMOs = 0 GetsHitByMOs = 0 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 = MOPixel CopyOf = Kicks StartTimeMS = 3000 //HERE YOU PUT THE DELAY. 3000 = 3sec delay before boom. Spread = 3.14 MinVelocity = 10 MaxVelocity = 10 EmissionEnabled = 1 EmissionsIgnoreThis = 1 EmissionCountLimit = 1 ParticlesPerMinute = 500 BurstSize = 1 BurstScale = 1 BurstDamage = 100 BurstTriggered = 0 Flash = None FlashOnlyOnBurst = 0 /* USE ME!!! ADD THIS TO YOUR MOSRotating.
AddEmitter = AEmitter CopyOf = KickStart
*/ And then make sure on your gibbing MOSRotating to have these values: Code: Mass = 1 //Atleast 1kg. Can be more GibImpulseLimit = 500 AddEmitter = AEmitter CopyOf = KickStart
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Sat Apr 25, 2009 11:05 am |
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Mind
Joined: Thu Mar 06, 2008 10:54 pm Posts: 1360 Location: USA
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Re: Emitted TDE's
Code: AddEffect = MOPixel PresetName = Kicks Mass = 1500 LifeTime = 1 Sharpness = 0 HitsMOs = 0 GetsHitByMOs = 0 Color = Color R = 255 G = 0 B = 255 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 255 G = 0 B = 255 TrailLength = 0
Couldnt match property at line 419....... whats the problem? Edit: Fixed that, but it keeps telling me it cant match protperties, but i see nothing wrong with the code...
Last edited by Mind on Sat Apr 25, 2009 3:50 pm, edited 1 time in total.
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Sat Apr 25, 2009 3:44 pm |
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