by Skinnytorus » Tuesday, 20.August 2013, 13:31
Of course, I can match the trajectories by hand, but the idea was to create a dense and rapid blaster fire - not a single rocket.
If the emitter is animated to move along a spline (startpos=spline(time)), then the particles move with the emitter along the spline which is not phisically correct (as far as I remember, I once sent you an example file showing you all that).
Ballistic emitters replicated along the spline with Loop would be a great solution. One emitter = one Shot unaffected by further emitter's movement along the spline. This way we could use as many "shots" as needed. I think it's a nice and simple idea for simulating that kind of stuff, the only problem being the inability to use a spline in the scripting part of the Ballistic op. I was thinking of this code:
startpos=spilne_name(i/i_value);
delay=i/i_value;