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 Weight and Power 
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Joined: Mon Jul 16, 2007 9:50 am
Posts: 1512
Location: Tallahassee, FL
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Post Weight and Power
So, I've had this idea recently, and it seems like its gonna get scrapped, and I felt I should post here for the sake of posterity.

Basically, I've been wanting to make some kind of heavy turret, which can handle weapons that are too heavy and powerful for your average actors. Unfortunately, the system doesn't seem to like this. It seems like if you make something too heavy or powerful, it just crushes or blows up anything, no matter how high you set JointStrength or GibImpulseLimit or StructuralIntegrity or anything like that.

See, when you make a weapon too heavy, the actor just gets crushed as soon as they pick it up. If you make something that fire's a projectile thats too fast and/or heavy, it makes the actor explode when they fire it. If you make a weapon that reaches either of those levels, apparently there's no way to make an actor thats actually capable of handling it over a long term. The best I could get was a turret that took about 10 points of damage with every shot of a high mass/velocity weapon. There's nothing I could do to make an actor resist the weight of a very massive object, though.

I guess I could just make an actor with a ton of health that could hold out against the "kick" damage for a long time, but that seems less than ideal. I suppose I could scale up its wound damage to match, though... so if a wound normally does 8 damage, and I gave the thing 1000000 health, I could make the wound do 80000 damage. Those 10-point losses would be trivial.


Sat Dec 01, 2007 11:25 pm
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Joined: Fri Feb 16, 2007 8:43 pm
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Location: AH SHIT FUCK AUGH
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Post Re: Weight and Power
ImpulseDamageThreshold = <insert very big number>

That should solve the damage problem if you insert it after the Gib thresholds...
It basically sets how big an impulse is needed to damage the actor, and to get
the impulse value, go "mass * velocity"... Or just set it to 9999999 :P


Sun Dec 02, 2007 5:14 pm
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