Happy people beings.
How did you do that?
So the emitters apply forces based on a logic based sequencer that rolls through 0-60 pushing them apart,
and it applies gravity using getVectTo() so the further they are apart the greater the force is,
the emitters leave behind particles that use logic to move,
import bge import math def main(): cont = bge.logic.getCurrentController() own = cont.owner own.localLinearVelocity.y=own.localLinearVelocity.y+(own.localLinearVelocity.x*.9) own.localLinearVelocity.x*=(.1) scene=bge.logic.getCurrentScene() if 'init' not in own: L= for objects in scene.objects: if 'Animus' in objects: if objects.name!=own.name: L+=[objects] own['init']=L else: I = own['init'] Dist=0 num=0 for objects in I: if objects.name!=own.name: num=num+1 x=own.getVectTo(objects) own.applyForce((x*((3.1475/1.5)*math.exp((.6-own['Animus']*.01)*x*.01+(x*.1))))) Dist+=x own.applyForce((0,math.tan(own['Animus']*.05)+30-Dist/num,-240+(own['Animus']*8)),1) main()
The particles use delays, and motion that is -1 one direction and 1.61803399 the other, and apply a rotation based on the delay as well,
Dub Zap version 2 of 3