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Author:  Mind [ Sat May 17, 2008 12:20 am ]
Post subject:  question

Quick question,
I put an AEmitter on a grenade, but its effect starts right when it comes out of the dropship..
anyone know how to fix it so the emitter doesn't start until the actor throws it? :)

Author:  Grif [ Sat May 17, 2008 12:26 am ]
Post subject:  Re: question

It's not possible.

Author:  Roy-G-Biv [ Sat May 17, 2008 12:30 am ]
Post subject:  Re: question

Well, you could make it gib into another 'nade that has the emitter, but that won't explode, unless you make it auto explode, like numgun's bombpack.

Author:  Grif [ Sat May 17, 2008 12:31 am ]
Post subject:  Re: question

No you couldn't, because acceleration does not have a realistic jolt on a thrown projectile. No matter the gib impulse limit, it won't gib until it hits something.

Author:  Mind [ Sat May 17, 2008 12:35 am ]
Post subject:  Re: question

well thanks anyway. :grin:

Author:  Mind [ Sat May 17, 2008 12:50 am ]
Post subject:  Re: question

Wait!
one more question, is there any way for a grenade, in explosion, to have more then one explosion(I'm thinking AEmitter)

Like....BOOM!........then BOOM!....then BOOM AGAIN!

thx :)

Author:  Kigali [ Sat May 17, 2008 1:13 am ]
Post subject:  Re: question

You should check out Shook's bomb pack. There's a bomb in there called the "fire pulse bomb" that does that, I think. But either way you should check it out.

Author:  Grif [ Sat May 17, 2008 1:28 am ]
Post subject:  Re: question

Make it impact explode into an MOSRotating.

The MOSRotating has two emitters.

One is a timer, which emits a super high mass projectile at a slow velocity.

The other is the "explosion" effect, with a high number of particles.

The timer gibs the MOSRotating, and then the next stage has another explosion emitter.

Repeat as needed.

Author:  Mind [ Sat May 17, 2008 1:59 am ]
Post subject:  Re: question

K thx a lot!!!

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