View unanswered posts | View active topics It is currently Mon Jan 06, 2025 11:27 pm



Reply to topic  [ 14 posts ] 
 Gibbed Explosives - B22 Change 
Author Message
User avatar

Joined: Tue Oct 14, 2008 11:07 pm
Posts: 112
Reply with quote
Post Gibbed Explosives - B22 Change
So I made a gun that shoots a TDExplosive which gibs upon explosion into other TDExplosives. In prior builds, the gibbed explosives came out active with fuses running. As of Build 22, however, the gibbed explosives are inactive, and can be picked up and thrown. I assume this is because of whatever alterations were made that allow explosives to be safely dropped without triggering.

However, this isn't the effect I want, and there are probably other mods that were changed like this. How do I return to the gun behaving the way it used to?


Sun Nov 09, 2008 1:49 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: Gibbed Explosives - B22 Change
TDExplosives spawned by things gibbing werent activated in B21 either.
i think you can use emmitters with a cirtain lifetime to do the same thing, not sure.


Sun Nov 09, 2008 2:12 am
Profile WWW

Joined: Mon Dec 04, 2006 3:34 am
Posts: 2378
Reply with quote
Post Re: Gibbed Explosives - B22 Change
Emitters would work, as would reading the thread numgun made. Maybe the variable he posted that is for TDEx would help.


Sun Nov 09, 2008 2:14 am
Profile
User avatar

Joined: Tue Oct 14, 2008 11:07 pm
Posts: 112
Reply with quote
Post Re: Gibbed Explosives - B22 Change
ActivatesWhenReleased = 0 doesn't change anything in this context, so I'll have to convert to an emitter. Will the emitter gib automatically like an explosive once its LifeTime has run out, or am I going to have to do something trickier?

Also, another unrelated problem: I've put attachables (such as a solider's helmet) on an actor, but the BreakWound I've put on them doesn't do any damage to the actor. Is this a limitation of the engine, or is there a trick to getting the wound to hurt the actor?


Sun Nov 09, 2008 6:45 am
Profile

Joined: Mon Dec 04, 2006 3:34 am
Posts: 2378
Reply with quote
Post Re: Gibbed Explosives - B22 Change
Attachables don't have breakwounds do they?


Sun Nov 09, 2008 7:59 am
Profile
User avatar

Joined: Fri Mar 02, 2007 6:59 am
Posts: 1726
Location: NSW, Australia
Reply with quote
Post Re: Gibbed Explosives - B22 Change
I'm pretty sure they do actually.


Sun Nov 09, 2008 8:24 am
Profile

Joined: Mon Dec 04, 2006 3:34 am
Posts: 2378
Reply with quote
Post Re: Gibbed Explosives - B22 Change
Well then I assume he set up the emitter wrong.


Sun Nov 09, 2008 9:30 am
Profile
User avatar

Joined: Mon Jun 04, 2007 5:55 am
Posts: 1627
Location: Ohio
Reply with quote
Post Re: Gibbed Explosives - B22 Change
Comment wrote:
ActivatesWhenReleased = 0 doesn't change anything in this context, so I'll have to convert to an emitter. Will the emitter gib automatically like an explosive once its LifeTime has run out, or am I going to have to do something trickier?


Create all the parts for the explosion, with necessary velocity.

Create an MOS Rotating with a gib impuse for how you want it to explode.

Create a TDExplosive, with a lifetime of 1
make the TDExplosive, explode with 1 of above MOSR, with 0 velocity.


Make a gun fire that TDExplosive.


This works, I did it in B20, B21, and I'm doing it now in B22. Now, a Grenade may not gib, from other gibs, but thats also wrong, my B21 pirate mod does just that, TDE's set off by other TDEs. so more correctly, they can't be set off by MOSR Gibs, but MOPixel and MOParticle do just fine, if there sharp enough.

In other words, If it can wound through sharpness, not mass, it will set off TDEs, MOSR's can gib from sharpness OR mass.



At least thats as far as I've seen.

Comment wrote:
Also, another unrelated problem: I've put attachables (such as a solider's helmet) on an actor, but the BreakWound I've put on them doesn't do any damage to the actor. Is this a limitation of the engine, or is there a trick to getting the wound to hurt the actor?


yes, thats the point of attaching things to other things.
a helmet is a shield for your head, in order to wound a soldier wearing a helmet, something has to hit hard enough to create an entry wound, an exit wound, and still be able to wound the actor. thats the point.


Sun Nov 09, 2008 9:39 am
Profile YIM WWW
User avatar

Joined: Tue Oct 14, 2008 11:07 pm
Posts: 112
Reply with quote
Post Re: Gibbed Explosives - B22 Change
Attachables don't have to just be used for armour, y'know. Take a look at Klone Soccer: The soccer clones use attachables in order to simulate torn-up bodies, which would logically require you to damage the actor when an attachable is destroyed. Now that I mention it, I should take a look at the clones and see if they do anything different.
EDIT: Fiddled with the variables a bit, it works now. The problem may have been tied to me using weird numbers for a few of them.

As for your proposed solution, I'm confused. What I want is an object that will explode a set time after spawning from another explosion. MOSRotatings just disappear once their LifeTime runs out, correct? That's the same trouble I'm having with the emitter method.


Sun Nov 09, 2008 5:19 pm
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: Gibbed Explosives - B22 Change
make the emitter emit the explosion particles one MS before it vanishes. simple.


Mon Nov 10, 2008 9:24 am
Profile WWW
User avatar

Joined: Tue Oct 14, 2008 11:07 pm
Posts: 112
Reply with quote
Post Re: Gibbed Explosives - B22 Change
Tried it. The emitter just refused to do anything before vanishing into nonexistence. Even after playing with it a lot, I didn't get the effect I want.

I guess I'll just stick with the TDExplosives. There's no range limit now and I can see their names floating above them as they fly, but at least they actually blow up.


Mon Nov 10, 2008 10:28 pm
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: Gibbed Explosives - B22 Change
if you want them to explode when they hit the ground, use a MOSR.


Tue Nov 11, 2008 1:07 am
Profile WWW
User avatar

Joined: Tue Oct 14, 2008 11:07 pm
Posts: 112
Reply with quote
Post Re: Gibbed Explosives - B22 Change
Geti wrote:
if you want them to explode when they hit the ground, use a MOSR.

Or just a really low GibImpulseLimit, as in any grenade that explodes on contact. I'd bet that encompasses most grenades released in mods.

Again, the TDExplosives come closest to the desired effect, so I'll use them until somebody figures out how to activate grenades upon spawning. It's probably not even possible, but I'm using them for a long-range bombardment weapon anyways, so it doesn't interfere with the intended purpose.


Tue Nov 11, 2008 4:12 am
Profile
User avatar

Joined: Sun Jul 13, 2008 9:57 am
Posts: 4886
Location: some compy
Reply with quote
Post Re: Gibbed Explosives - B22 Change
MOSRs dont get the whole weapon name thing happening when spawned.


Tue Nov 11, 2008 4:39 am
Profile WWW
Display posts from previous:  Sort by  
Reply to topic   [ 14 posts ] 

Who is online

Users browsing this forum: No registered users


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware for PTF.
[ Time : 0.041s | 13 Queries | GZIP : Off ]