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Making a ship explode post-scuttle/primary explosion!
http://forums.datarealms.com/viewtopic.php?f=1&t=16151
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Author:  The Haunted Shadow [ Sat Aug 08, 2009 7:14 pm ]
Post subject:  Making a ship explode post-scuttle/primary explosion!

Hi, I would like some help on my Warship Mark 1 mod that I am making for my Shadow Force Faction.

The WHS MK1 is based off the Rocket MK2 and I want to know how to make it explode about 4 more times after the user has destroyed it (Scuttle) or it has been destroyed.

Thank you for the help given (if any).

Author:  Flammablezombie [ Sat Aug 08, 2009 7:22 pm ]
Post subject:  Re: Making a ship explode post-scuttle/primary explosion!

make a bomb that has no gibimpulselimit that explodes into the rocket gibs again and a bomb that gibs from it and repeat 4 times.

Author:  The Haunted Shadow [ Sat Aug 08, 2009 7:25 pm ]
Post subject:  Re: Making a ship explode post-scuttle/primary explosion!

:-(

Please can I have the code ( I have only just started again after 3 years and it is different ).

I don't want it to be something I buy or something visible, I mean like a bit of code?

Thanks.

Author:  Mind [ Sat Aug 08, 2009 10:56 pm ]
Post subject:  Re: Making a ship explode post-scuttle/primary explosion!

Just multiply everything by four?

Author:  The Haunted Shadow [ Sun Aug 09, 2009 10:24 am ]
Post subject:  Re: Making a ship explode post-scuttle/primary explosion!

Oh so copy all the gibs and then paste another 4 times, right. Ok.

I want an interval in between each explosion, sorry and thanks.

Author:  Shook [ Sun Aug 09, 2009 11:27 am ]
Post subject:  Re: Making a ship explode post-scuttle/primary explosion!

Make the ship gib an AEmitter, which emits an instantly exploding object with the desired explosion four times.
Example:
Code:
AddEffect = AEmitter
   InstanceName = Kerbooge
   Mass = 0.001
   LifeTime = 4000 // Higher than necessary lifetime, to ensure that all explosions appear, while still removing the emitter
   HitsMOs = 0
   GetsHitByMOs = 0
   PinStrength = 999
   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 = MOSRotating
         CopyOf = ThisObjectWillMakeTheExplosion
      Spread = 0
      MinVelocity = 1
      MaxVelocity = 1
   EmissionEnabled = 1
   EmissionsIgnoreThis = 1
   EmissionCountLimit = 4 // How many explosions will appear
   ParticlesPerMinute = 120 // How many explosions per minute, divide by 60 to find out in seconds
   BurstTriggered = 0
   Flash = None
   FlashOnlyOnBurst = 0

Author:  The Haunted Shadow [ Sun Aug 09, 2009 4:07 pm ]
Post subject:  Re: Making a ship explode post-scuttle/primary explosion!

Thank you very much.

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