explosion delay?
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ryukaji
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explosion delay?
Is there any way at all to have an explosion not do anything until like 1 second after it starts the effect? Im using the seismic charge but its kinda weird when everyone goes flying when all it does is flash, then after everyone is gone the big boom part happens. I want them not to get blown until that part of the effect.
- Sky_216
- Droid Pilot Assassin

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Re: explosion delay?
Can do it with dual ordnance, probably will work pretty well.
How to:
1. Make seismic charge dispense two ordnances. If you don't know how scroll down the modding page to find the 'advanced weapon tricks' thread.
2. Make the first ordnance explode into the seismic charge effect explosion, give it little or no damage (could use a bit so troops get knocked a little).
3. Make the second ordnance have a slightly longer lifespan than the first, so it'll blow up a little bit afterwards. Give it no explosion effect, but lots of damage + damage area.
This way the troops should get blasted as the seismic charge effect is part way through, not right at the start. Experiment with the expiration times of the explosives to get the timing right.
Problems:
Could only be used for a timed explosive, a mine can't do this.
If attached to a really fast object (fighter, speederbike) it could be a bit weird. Because of this you might want to make the vehicle damaging explosion the one from the first ordnance and the infantry throwing and killing explosion from the second ordnance.
How to:
1. Make seismic charge dispense two ordnances. If you don't know how scroll down the modding page to find the 'advanced weapon tricks' thread.
2. Make the first ordnance explode into the seismic charge effect explosion, give it little or no damage (could use a bit so troops get knocked a little).
3. Make the second ordnance have a slightly longer lifespan than the first, so it'll blow up a little bit afterwards. Give it no explosion effect, but lots of damage + damage area.
This way the troops should get blasted as the seismic charge effect is part way through, not right at the start. Experiment with the expiration times of the explosives to get the timing right.
Problems:
Could only be used for a timed explosive, a mine can't do this.
If attached to a really fast object (fighter, speederbike) it could be a bit weird. Because of this you might want to make the vehicle damaging explosion the one from the first ordnance and the infantry throwing and killing explosion from the second ordnance.
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ryukaji
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Re: explosion delay?
My seismic charge is just a timebomb with a different effect and a bigger effect area so ill try it and see if it works
EDIT: didnt work. Can a dispenser even have a secondary ordnance? maybe i did something wrong
My dispenser odf:
ordnance 1:
Ordnance2:
EDIT: didnt work. Can a dispenser even have a secondary ordnance? maybe i did something wrong
My dispenser odf:
Hidden/Spoiler:
Hidden/Spoiler:
Hidden/Spoiler:
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Syth
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Re: explosion delay?
No, only cannon types. But you can make a cannon type fire a grenade.
Use the wrist rocket as the base class for your weapon and then do the duel ordinance thing but just change the type from "mine" to "sticky" and make sure it has "StickAll = 1" (so it sticks to all)
Theres another way to do this too wit some doodling in particle editor
Use the wrist rocket as the base class for your weapon and then do the duel ordinance thing but just change the type from "mine" to "sticky" and make sure it has "StickAll = 1" (so it sticks to all)
Theres another way to do this too wit some doodling in particle editor
- elfie
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Re: explosion delay?
Try expanding the life spand in the ordanance file. Make it like 7 or 10 and see how that works.
