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A tool that makes an explosion that gros bigger every second

 
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darkzero
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Joined: 09 Feb 2008
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PostPosted: Sat Feb 16, 2008 2:18 am    Post subject: A tool that makes an explosion that gros bigger every second Reply with quote

Impossible? Maybe.
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bigbrainkid
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Joined: 08 Feb 2008
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PostPosted: Sat Feb 16, 2008 1:33 pm    Post subject: Reply with quote

It'd be something along the lines of,

while true do
wait(1)
game.Workspace.Explosion.BlastRadius = game.Workspace.Explosion.BlastRadius+1
end


Not really that much of a script. nor tool. but that is the snippet you'd use to put it in a tool, or another script.
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kiddietron
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Joined: 06 Feb 2008
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PostPosted: Sat Feb 16, 2008 3:45 pm    Post subject: Reply with quote

The thing is the explosion will disappear right after it's first made. So you could make a new explosion that's bigger but I don't think you can edit the first explosion.
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bigbrainkid
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PostPosted: Sat Feb 16, 2008 4:05 pm    Post subject: Reply with quote

explosions last 5 seconds
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kiddietron
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PostPosted: Sat Feb 16, 2008 6:01 pm    Post subject: Reply with quote

really? Well, then maybe you can make this.
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lah30303
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Joined: 10 May 2008
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PostPosted: Wed May 14, 2008 10:49 am    Post subject: Reply with quote

it would have to do what kiddeitron said, put in a new explosion every second.
and the explosion itself doesn't last 5 seconds, you just see the explosion but if you walk into the explosion after a few seconds you won't get hurt.
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Nasadaws
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PostPosted: Wed May 14, 2008 7:05 pm    Post subject: Reply with quote

Gravedig...
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Akhenderson
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Joined: 30 Mar 2008
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PostPosted: Thu May 15, 2008 10:34 pm    Post subject: Reply with quote

you know instead of a giant explosion type thing that dissappears after 5 seconds why not make a sphere with kiddietron's mjolnir button script that makes the sphere at least 1 brick bigger each 0.5 seconds
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Anaminus
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PostPosted: Mon May 26, 2008 2:28 am    Post subject: Reply with quote

An explosion will last about 0.03 seconds, but the particles will last long after that. If you switched your graphics mode to OpenGL stable, you see that explosions are just red orbs. The new graphics replace the red orb with a particle sequence, for the uber-cool effect. The downfall with the particles is, they don't have a very large range in size, so from a 0.1 radius to a 100 radius, there wont be much change. If you could change a person's graphics mode in-game (which might be possible >_> <_<), then it could be viewable.

Here's the code:
Code:
e = Instance.new("Explosion")
e.Position = Vector3.new(0,10,0)

for i= 0.1, 10, 0.1 do
   c = e:Clone()
   c.BlastRadius = i
   c.Parent = workspace
   wait()
end


There's some parameters you can edit, which is size_small, size_large, size_step, which is represented by 0.1, 10, 0.1 (respectively) in the code.

Here's another cool effect:
Code:
e = Instance.new("Explosion")
e.Position = Vector3.new(0,10,0)

i=0
max=10

while true do
   c = e:Clone()
   c.BlastRadius = math.abs(math.sin(math.rad(i))*max)
   c.Parent = workspace
   wait()
   i=i+1
end



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kiddietron
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PostPosted: Mon May 26, 2008 12:28 pm    Post subject: Reply with quote

Wouldn't the second one loop until the explosion disappears? So it creates a new explosion with a newBlastRadius that comes from...

Anaminus's uber scripting just pwned my brain...

math.abs(math.sin(math.rad(i))*max)???

Soh Cah Toa
Opposite over Hypotenuse I think?

I dunno, I haven't done precal yet so I'm limited to the geometric uses of sine cosine and tangent. Lol. Could you possibly explain that Anaminus? Pwease? :3
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LuigiFan
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Joined: 26 May 2008
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PostPosted: Wed May 28, 2008 3:54 am    Post subject: Reply with quote

lol Kiddietron, that's how I feel, but with just about any math function. Curse my normal 7th grade intelligence!
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