How about trying to use a cone shaped motion field? (it might actually have to be moving to work though - mine usually are)
Hello
I have thought of two possible ways:
SIMPLER - A
Make your emitter and put a motion field in front of it. The problem with what you are attempting to do is that there are motion vectors throughout the fluid container.
Turn off ALL sides or just keep on the one behind the cone's pointy end. That will keep the velocity vectors from coming back to bite you.
Turn up the dampening a little and maybe add viscosity a bit so that the fluid doesn't create eddies.
More COMPLEX
ANOTHER thought on this that just popped into my head!
Why not use a cone shaped emitter? Geometry? Use an animated RAMP! Link the surface shader with RAMP to the density and animate the ramp travelling down your cone... voila - coned shaped smoke. This might require a little scripting/connections to make work. - or use the particle emit from texture and emit fluids from particles - there are lots of those posts around.
Chris
PS
I posted simplifed code version in another post:
[codebox]
vector $p = position;
vector $v = fluidVoxelInfo -voxel $p.x $p.y $p.z fluid1
;
setFluidAttr -at "density" -fv $curDensity[0] -xi $v.x -yi $v.y -zi $v.z fluid1;[/codebox]
the variables might have be made floats before being called in the fluidVoxelInfo and setFluidAttr commands.