LBPHacker:
Then just set the tmp2 of CRAY.
Still ray|beam probem.
What i am looking for is something like these ideas combined:
https://powdertoy.co.uk/Browse/View.html?ID=232149
https://powdertoy.co.uk/Browse/View.html?ID=2400756
So when button A is sparked|selfswitched on|off, for example, it (stops) spawn item 1 at specific location when button B then item 2 when button C item 3 etc.
I just not know which elements spawn other elements without being destroyed in process.
CRAY matches your description perfectly, I don't see why you want to avoid rays so much.
LBPHacker:
CRAY matches your description perfectly, I don't see why you want to avoid rays so much.
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How did you manage to get rid of rays? What value of tmp2 to remove beams?
LBPHacker:
Any value of tmp2 other than 0 "removes" beams as in CRAY's case tmp2 is the number of spaces to skip in the "line of sight" before spawning the first particle.
Oh i see, i guess need use ZOOM before that to count pixels and use tmp1 and tmp2 to set distance and how much spawn, before that i was not using ZOOM..but still if any other alternatives can suggest.