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 Creating activated explosives 
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Joined: Mon Jun 30, 2008 9:13 pm
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Post Creating activated explosives
As the name suggest, I'm unable to create an explosive which could be activated by some other means than throwing. Mainly not having it's name show. Timing would be good too.


Fri Dec 12, 2008 11:37 am
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Post Re: Creating activated explosives
Can you be more specific in what you want? there's a lot of ways to make an exploding object which is detonated some way other than throwing.


Fri Dec 12, 2008 11:45 am
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Post Re: Creating activated explosives
I think he means with remote control.


Fri Dec 12, 2008 11:58 am
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Post Re: Creating activated explosives
Exalion wrote:
Can you be more specific in what you want? there's a lot of ways to make an exploding object which is detonated some way other than throwing.

I mean an object that would detonate when dropped from a drop ship but could also be thrown. Something like my Marshians' Drone Mine, but it wouldn't show that name tag above it. Also, what's the Buyable = 1 or whatever variable spelled like exactly and can you make buyable emitters with it?
Edit: Actually, I just need to know how to make emitted things pinned.


Fri Dec 12, 2008 12:06 pm
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Post Re: Creating activated explosives
Craft-dropped explosives were broken as of build, what, 17 or 18? You can't make an explosive detonate in the typical fashion when being dropped because being dropped from a DS/Rocket does not activate the explosive.

If this functionality has been re-added as of build 23, I'll stand corrected.


Fri Dec 12, 2008 1:59 pm
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Post Re: Creating activated explosives
ProjektODIN wrote:
Craft-dropped explosives were broken as of build, what, 17 or 18? You can't make an explosive detonate in the typical fashion when being dropped because being dropped from a DS/Rocket does not activate the explosive.

Well, that's why I'm asking if someone knows a workaround.


Fri Dec 12, 2008 2:53 pm
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Post Re: Creating activated explosives
Low GIL will make them boom when dropped far enough.


Fri Dec 12, 2008 4:16 pm
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Post Re: Creating activated explosives
Alenth Eneil wrote:
Low GIL will make them boom when dropped far enough.
They will gib, they will not activate and explode with the scripted events.

The best you can do is try to make a grenade that gibs into the other effects, but you will not have even close to guaranteed activation. You might be lucky if it goes off a tenth of the time--assuming you can keep them from gibbing the moment you remove it from the dropship.

For all intents and purposes, air-deployed munitions and explosives-as-crafts are no longer possible.


Fri Dec 12, 2008 7:42 pm
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Post Re: Creating activated explosives
ProjektODIN wrote:
Alenth Eneil wrote:
Low GIL will make them boom when dropped far enough.
They will gib, they will not activate and explode with the scripted events.

The best you can do is try to make a grenade that gibs into the other effects, but you will not have even close to guaranteed activation. You might be lucky if it goes off a tenth of the time--assuming you can keep them from gibbing the moment you remove it from the dropship.

For all intents and purposes, air-deployed munitions and explosives-as-crafts are no longer possible.

I made a TDExplosive which has a GIL of 1 and upon hitting anything will gib into an emitter which emits an explosive, which has a GIL of 1, so it will blow up at the moment it's emitted. By adjusting the StartTimeMS you can set when this explosive will go off. The only problem is that the name tag shows when the first phase of the bomb is in the air.


Sun Dec 14, 2008 6:17 pm
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Post Re: Creating activated explosives
umm, i dont have this problem, im still doing bombing runs with frags and stick grenades out of dropships... although frags may not work on 22.. but stikies are for sure usable for aerial bombing


Sun Dec 14, 2008 6:33 pm
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Post Re: Creating activated explosives
They are complaining about the item name displaying while the bomb drops.


Sun Dec 14, 2008 6:36 pm
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Post Re: Creating activated explosives
piipu wrote:
Exalion wrote:
Can you be more specific in what you want? there's a lot of ways to make an exploding object which is detonated some way other than throwing.

I mean an object that would detonate when dropped from a drop ship but could also be thrown. Something like my Marshians' Drone Mine, but it wouldn't show that name tag above it. Also, what's the Buyable = 1 or whatever variable spelled like exactly and can you make buyable emitters with it?


Mon Dec 15, 2008 1:01 am
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Post Re: Creating activated explosives
piipu wrote:
I made a TDExplosive which has a GIL of 1 and upon hitting anything will gib into an emitter which emits an explosive, which has a GIL of 1, so it will blow up at the moment it's emitted. By adjusting the StartTimeMS you can set when this explosive will go off. The only problem is that the name tag shows when the first phase of the bomb is in the air.

piipu wrote:
The only problem is that the name tag shows when the first phase of the bomb is in the air.


Mon Dec 15, 2008 8:51 am
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Post Re: Creating activated explosives
well if your looking for something that can both be dropped and thrown i think your going to have to deal with the name tag, although...

this is just a thought but is it possible to like the char height thing raise the height of the item so that the name of the item is 100's of feet above?


Mon Dec 15, 2008 11:54 pm
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Post Re: Creating activated explosives
Make the explosive an actor with null limbs and head, with your explosive sprite. make it have explosive debris gibs, and a really low impactdamagethreshold and gibimpulselimit.

Then set the charheight to 9999999999999.

Et voila: you order an actor. if you want to make it timed, add an emitter which will eventually (use emitter start and stop code) 'blow up' the actor the same way massive recoil blows up actors.

Just ask if you're stuck.


Tue Dec 16, 2008 9:51 am
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