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 limitations 
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Joined: Sun Jul 20, 2008 1:02 am
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Post limitations
It seems that the game can only handly actors of up to 20,000 kg, after which simply standing upright will cause impulse damage, no matter how high I set the impulse damage threshold. Shame, I had wanted to make a drop pod that is heavy enough to crash through concrete without exploding, or a steam roller that can flatten the ground.


Tue Jul 22, 2008 2:10 am
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Joined: Tue Jun 12, 2007 11:52 pm
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Post Re: limitations
For the drop pod, instead of making it really heavy, you can just give it an emitter which digs the ground instead of crushing it. same for the steamroller, just make the emitter spread alot.


Tue Jul 22, 2008 2:14 am
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Post Re: limitations
Emitters are only a compromise becasue they would keep on digging until the actor falls through the map. My bunker busting bombs and armor piercing cannon also don't work because the explosive gibs due to impulse before they get to use their time fuse.


Tue Jul 22, 2008 2:35 am
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Joined: Fri Apr 27, 2007 4:55 pm
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Post Re: limitations
Well, currently CC doesn't simulate pressure, so it's either you go all the way to the bottom, or you don't. You can't really "compact" the dirt terrain.

But for the droppod one, you might want to try using sharpness.


Tue Jul 22, 2008 2:37 am
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Post Re: limitations
Just as I thought, since crushing the ground will slow the actor down, there is a limitation to the actor's penetration based speed and mass.
By increasing ImpulseDamageThreshold as well as GibImpulseLimit I finally managed to create a unit that can survive crashing through concrete/metal. So I made a rocket that can punch through different thickness of ground depending on how much weight you add to it, I also made a deadweight item that you can give the rocket to change its mass.


Wed Jul 23, 2008 11:00 am
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Joined: Mon Jul 16, 2007 9:50 am
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Location: Tallahassee, FL
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Post Re: limitations
goiduranus wrote:
Just as I thought, since crushing the ground will slow the actor down, there is a limitation to the actor's penetration based speed and mass.
By increasing ImpulseDamageThreshold as well as GibImpulseLimit I finally managed to create a unit that can survive crashing through concrete/metal. So I made a rocket that can punch through different thickness of ground depending on how much weight you add to it, I also made a deadweight item that you can give the rocket to change its mass.

Huh. Actually, thats kind of a neat idea. The other implementation of this kind of thing I saw just had it so you'd choose different rockets with different penetration levels of their own. Your idea consolidates things a bit more nicely.


Wed Jul 23, 2008 2:16 pm
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Joined: Sun Jul 20, 2008 1:02 am
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Post Re: limitations
got a screenshot of rocket that punched through bunker roof to deploy troops, although the deployment process is somewhat accident prone.


Thu Jul 24, 2008 6:12 am
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