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Create a debris from first debris possible?
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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Wed Oct 13, 2021 4:32 pm    Post subject:  Create a debris from first debris possible? Reply with quote  Mark this post and the followings unread

I am trying to create some sort of chain reaction or something.
The first bomb airburst to many tiny bomb then once hit the ground it creates another set of mini bomb (debris) and I want another round how to create another round after the first debris is hit the ground.





In the video only twice. I need one more. I will reduce the damage down as it is intend to create some chaos among units more than destruction of the building.

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Wed Oct 13, 2021 4:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

Another video. I made the bomb to have different shape so it can differentiate easier.




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kenosis
Commander


Joined: 19 Aug 2009
Location: Moscow State University

PostPosted: Wed Oct 20, 2021 2:00 pm    Post subject: Reply with quote  Mark this post and the followings unread

[DTRUCKMUL]
Image=INVISO
LoopCount=1
Trailer=DTRUCKMUL2
TrailerAnim=DTRUCKMUL2
SpawnDelay=1
TrailerSeperation=1

[DTRUCKMUL2]
Image=INVISO
LoopCount=4
Trailer=DTRUCKDEBRIS
TrailerAnim=DTRUCKDEBRIS
SpawnDelay=1
TrailerSeperation=1


[DTRUCKDEBRIS]
Image=dtruckroll
Elasticity=1.0
MaxXYVel=45.0
MinZVel=45.0
ExpireAnim=DEMTEXP
BounceAnim=DTRUCKDEBRIS2
Damage=20
DamageRadius=80
Warhead=HE
LoopCount=-1
RandomRate=220,600
Bouncer=yes
CustomPalette=unitsno.pal


[DTRUCKDEBRIS2]
Image=gtgcanroll
Elasticity=1.0
MaxXYVel=25.0
MinZVel=25.0
ExpireAnim=DEMTEXP
BounceAnim=DTRUCKDEBRIS3
Damage=20
DamageRadius=80
Warhead=HE
LoopCount=-1
RandomRate=220,600
Bouncer=yes
CustomPalette=unitsno.pal

[DTRUCKDEBRIS3]
Image=zeproll1
Elasticity=1.0
MaxXYVel=15.0
MinZVel=15.0
ExpireAnim=DTRUCKMAKER
Damage=20
DamageRadius=80
Warhead=HE
LoopCount=-1
RandomRate=220,600
Bouncer=yes
CustomPalette=unitsno.pal



3.gif
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 Viewed:  1002 Time(s)

3.gif



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McPwny
Chem Warrior


Joined: 29 Jan 2018

PostPosted: Wed Oct 20, 2021 6:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

cursed

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Oct 23, 2021 1:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

kenosis wrote:
[DTRUCKMUL]
Image=INVISO
LoopCount=1
Trailer=DTRUCKMUL2
TrailerAnim=DTRUCKMUL2
SpawnDelay=1
TrailerSeperation=1

[DTRUCKMUL2]
Image=INVISO
LoopCount=4
Trailer=DTRUCKDEBRIS
TrailerAnim=DTRUCKDEBRIS
SpawnDelay=1
TrailerSeperation=1


[DTRUCKDEBRIS]
Image=dtruckroll
Elasticity=1.0
MaxXYVel=45.0
MinZVel=45.0
ExpireAnim=DEMTEXP
BounceAnim=DTRUCKDEBRIS2
Damage=20
DamageRadius=80
Warhead=HE
LoopCount=-1
RandomRate=220,600
Bouncer=yes
CustomPalette=unitsno.pal


[DTRUCKDEBRIS2]
Image=gtgcanroll
Elasticity=1.0
MaxXYVel=25.0
MinZVel=25.0
ExpireAnim=DEMTEXP
BounceAnim=DTRUCKDEBRIS3
Damage=20
DamageRadius=80
Warhead=HE
LoopCount=-1
RandomRate=220,600
Bouncer=yes
CustomPalette=unitsno.pal

[DTRUCKDEBRIS3]
Image=zeproll1
Elasticity=1.0
MaxXYVel=15.0
MinZVel=15.0
ExpireAnim=DTRUCKMAKER
Damage=20
DamageRadius=80
Warhead=HE
LoopCount=-1
RandomRate=220,600
Bouncer=yes
CustomPalette=unitsno.pal


Very appreciated. Thank you very much

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Mr.Hymn
Missile Trooper


Joined: 01 May 2020

PostPosted: Sat Oct 23, 2021 1:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I tried but I don't think I made it right.

Should I link this one to? Warhead anim or deadanim or projectile?
[DTRUCKMUL]
Image=INVISO
LoopCount=1
Trailer=DTRUCKMUL2
TrailerAnim=DTRUCKMUL2
SpawnDelay=1
TrailerSeperation=1

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