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 Making a ship explode post-scuttle/primary explosion! 
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Joined: Sun Aug 02, 2009 8:16 pm
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Post 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).


Sat Aug 08, 2009 7:14 pm
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Joined: Wed Jan 14, 2009 7:12 pm
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Post 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.


Sat Aug 08, 2009 7:22 pm
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Joined: Sun Aug 02, 2009 8:16 pm
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Post 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.


Sat Aug 08, 2009 7:25 pm
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Joined: Thu Mar 06, 2008 10:54 pm
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Post Re: Making a ship explode post-scuttle/primary explosion!
Just multiply everything by four?


Sat Aug 08, 2009 10:56 pm
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Post 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.


Sun Aug 09, 2009 10:24 am
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Post 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


Sun Aug 09, 2009 11:27 am
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Joined: Sun Aug 02, 2009 8:16 pm
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Post Re: Making a ship explode post-scuttle/primary explosion!
Thank you very much.


Sun Aug 09, 2009 4:07 pm
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