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Messages - TableSalt

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31
Off Topic / Re: are yall brothers really still here?
« on: April 10, 2025, 11:10:24 PM »
im just a natural lurker, i cant help it 👉👈

32
Off Topic / Re: hi
« on: March 04, 2025, 01:40:43 AM »
toki

33
Off Topic / Re: Whamageddon 2024 (over - did you win?)
« on: December 24, 2024, 11:26:50 PM »
that was easy

34
Off Topic / Re: happy thanksgiving guys :)
« on: November 29, 2024, 01:13:44 AM »
I don't really like ham, but i can see its appeal?
HOW CAN YOU NOT LIKE HAM WHAT IS YOUR DEAL

35
General Discussion / Re: Christmas Blockparty [2024]
« on: November 27, 2024, 12:41:29 AM »
bodacious

36
Off Topic / Re: why are yall still here (no really)
« on: October 27, 2024, 02:03:47 PM »
im here forever

37
Creativity / Re: Drawings Megathread
« on: September 09, 2024, 04:14:26 PM »

38
Games / Re: Perennial
« on: August 16, 2024, 03:59:19 AM »
its been 3000 years reaction image

39
it works thx

40
what you would do is use a script callback and mount an image to the player's muzzle node during the charge state (the charging emitter) and in the abort script callback you would delete said image then play the smoke emitter
this is what i desire. how would one mount such an image to such a node

41
i know that waiting for timeout would work but i would like to be able to release the charge early

42
Code: [Select]
stateName[0] = "Activate";
stateTimeoutValue[0] = 0.15;
stateTransitionOnTimeout[0] = "Ready";
stateSound[0] = weaponSwitchSound;

stateName[1] = "Ready";
stateTransitionOnTriggerDown[1] = "Charge";
stateAllowImageChange[1] = true;
stateTransitionOnTimeout[1] = "Ready";
stateWaitForTimeout[1] = false;
stateTimeoutValue[1] = 0.2;

stateName[2] = "Fire";
stateTransitionOnTimeout[2] = "Reload";
stateTimeoutValue[2] = 0.04;
stateFire[2] = true;
stateAllowImageChange[2] = false;
stateScript[2] = "onFire";
stateWaitForTimeout[2] = true;
stateEmitter[2] = staticBeamFlashEmitter;
stateEmitterTime[2] = 0.05;
stateEmitterNode[2] = "muzzleNode";
stateSound[2] = noTimeFireSound;

stateName[3] = "Smoke";
stateTimeoutValue[3] = 0.4;
stateScript[3] = "onMisfire";
stateTransitionOnTimeout[3] = "Reload";
stateEmitter[3] = rocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.3;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = rocketFireSound;
stateWaitForTimeout[3] = true;

stateName[4] = "Reload";
stateTimeoutValue[4] = 1.0;
stateTransitionOnTimeout[4] = "Ready";
stateWaitForTimeout[4] = true;

stateName[5] = "Charge";
stateTimeoutValue[5] = 1.5;
stateScript[5] = "onBoltback";
stateTransitionOnTimeout[5] = "Fire";
stateTransitionOnTriggerUp[5] = "Smoke";
stateEmitter[5] = bigBangChargeEmitter;
stateEmitterTime[5] = 1.35;
stateEmitterNode[5] = "muzzleNode";
stateSound[5] = bigBangChargeSound;
stateWaitForTimeout[5] = false;

43
no, they are actually overlapping, the charge particle has a very short lifetime so any overlap caused in the way you described would be minuscule
i tested it with the added delay state and the emitter will still continue through that and into the smoke state and onward

44
that does not seem to be the case unless im missing something obvious

Code: [Select]
stateName[3] = "Smoke";
stateTimeoutValue[3] = 0.4;
stateScript[3] = "onMisfire";
stateTransitionOnTimeout[3] = "Reload";
stateEmitter[3] = rocketLauncherSmokeEmitter;
stateEmitterTime[3] = 0.3;
stateEmitterNode[3] = "muzzleNode";
stateSound[3] = rocketFireSound;
stateWaitForTimeout[3] = true;

...

stateName[5] = "Charge";
stateTimeoutValue[5] = 1.5;
stateScript[5] = "onBoltback";
stateTransitionOnTimeout[5] = "Fire";
stateTransitionOnTriggerUp[5] = "Smoke";
stateEmitter[5] = bigBangChargeEmitter;
stateEmitterTime[5] = 1.35;
stateEmitterNode[5] = "muzzleNode";
stateSound[5] = bigBangChargeSound;
stateWaitForTimeout[5] = false;

both emitters will play at the same time on the same node

45
i have a wepon that charges up and it does an emitter while its charging and i want to turn off that emitter when the charge is released early. right now it continues to play the emitter for the full defined duration even after switching states

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