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 TDExplosives sticking to actors and/or terrain? 
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Joined: Sun Aug 15, 2010 7:54 pm
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Post TDExplosives sticking to actors and/or terrain?
How do i get my TDExplosive (fired from a gun) to stick to things? I tried different values for bounce, friction, stickiness and such but i always find a case in wich it explodes upon contact with terrain, and it always explodes when hitting actors no matter what.


Sun Aug 15, 2010 7:56 pm
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Post Re: TDExplosives sticking to actors and/or terrain?
You have to be clever. You could do it with Lua, but that is overdoing it.

What you can do is have a TD that is fired from your gun, that gibs into a TD with a Pinstrength of something above 1.

That way, it will always look like it sticks, when it really explodes into a pinned one.


Sun Aug 15, 2010 8:00 pm
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Post Re: TDExplosives sticking to actors and/or terrain?
And then it explodes when the timer ran out?

EDIT: However can you tell me how to do that? I've done nothing yet except weapons that fire bullets so i dont know much about gibbing and tde's.


Sun Aug 15, 2010 8:06 pm
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Post Re: TDExplosives sticking to actors and/or terrain?
He's givin me an error when i AddGib = TDExplosive (...), what am i doin wrong?


Sun Aug 15, 2010 8:14 pm
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happy carebear mom
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Post Re: TDExplosives sticking to actors and/or terrain?
AddGib only takes gibs, then you make the gib's particle a TDExplosive.
Thus,
Code:
AddGib= Gib
   GibParticle = TDExplosive
      CopyOf = ...


Sun Aug 15, 2010 9:54 pm
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REAL AMERICAN HERO
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Post Re: TDExplosives sticking to actors and/or terrain?
Although don't gibbed TDExplosives not listen to their timedelay?

Can't recall.


Sun Aug 15, 2010 10:06 pm
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Post Re: TDExplosives sticking to actors and/or terrain?
Okay, trying this now, im gonna tell the results in a minute.


Sun Aug 15, 2010 10:25 pm
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Post Re: TDExplosives sticking to actors and/or terrain?
Where ever i put the Pinstrength = 2(or 3 or anything) he says he cant match property.

Code:
///////////////////////////////////////////////////////////////////////////////
// Rounds

AddAmmo = TDExplosive
   PresetName = Pinparticle
   Mass = 4
   RestThreshold = 0
   Pinstrength = 2
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Coalition.rte/Devices/Sprites/boltA.bmp
   FrameCount = 1
   Buyable = 0
   OrientToVel = 0.6
   SpriteOffset = Vector
      X = -4
      Y = -2
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = eTAGmaterial
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = eTAGmaterial
      Resolution = 4
      Depth = 1
   DeepCheck = 0
   JointStrength = 6
   JointStiffness = 0.5
   DrawAfterParent = 1
   DetonationSound = Sound
      AddSample = ContentFile
         Path = Base.rte/Sounds/Explode2.wav
   StanceOffset = Vector
      X = -12
      Y = -5
   StartThrowOffset = Vector
      X = -12
      Y = -5
   EndThrowOffset = Vector
      X = -12
      Y = -5
   TriggerDelay = 5000
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Glow Explosion Huge
      Count = 1
      Spread = 2.25
      MaxVelocity = 0.1
      MinVelocity = 0
      InheritsVel = 0
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Side Thruster Blast Ball 1
      Count = 10
      MinVelocity = 50
      MaxVelocity = 75
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Gray
      Count = 10
      MinVelocity = 50
      MaxVelocity = 75
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Grenade Fragment Yellow
      Count = 30
      MinVelocity = 50
      MaxVelocity = 75
   AddGib = Gib
      GibParticle = MOPixel
         CopyOf = Air Blast
      Count = 7
      MinVelocity = 50
      MaxVelocity = 75
   AddGib = Gib
      GibParticle = MOSRotating
         CopyOf = Flame Ball 1
      Count = 1
      Spread = 3.1
      MaxVelocity = 6
      MinVelocity = 4
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Explosion Smoke 1
      Count = 3
      Spread = 3.1
      MaxVelocity = 10
      MinVelocity = 0
      LifeVariation = 0.50
      InheritsVel = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Explosion Smoke 2
      Count = 5
      Spread = 3.1
      MaxVelocity = 10
      MinVelocity = 0
      LifeVariation = 0.50
      InheritsVel = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Explosion Smoke 2 Glow
      Count = 5
      Spread = 3.1
      MaxVelocity = 10
      MinVelocity = 0
      LifeVariation = 0.50
      InheritsVel = 1
   AddGib = Gib
      GibParticle = AEmitter
         CopyOf = Explosion Trail 1
      Count = 5
      Spread = 3.1
      MaxVelocity = 40
      MinVelocity = 20
      LifeVariation = 0.50
      InheritsVel = 1
   AddGib = Gib
      GibParticle = MOSParticle
         CopyOf = Flame Smoke 1
      Count = 2
      Spread = 3.1
      MaxVelocity = 10
      MinVelocity = 3
      LifeVariation = 0.50

AddAmmo = TDExplosive
   PresetName = Crossbow Particle
   Mass = 4
   RestThreshold = 0
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Coalition.rte/Devices/Sprites/boltA.bmp
   FrameCount = 1
   Buyable = 0
   OrientToVel = 0.6
   SpriteOffset = Vector
      X = -4
      Y = -2
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = eTAGmaterial
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = eTAGmaterial
      Resolution = 4
      Depth = 1
   DeepCheck = 0
   JointStrength = 6
   JointStiffness = 0.5
   DrawAfterParent = 1
   DetonationSound = Sound
      AddSample = ContentFile
         Path = Base.rte/Sounds/Explode2.wav
   StanceOffset = Vector
      X = -12
      Y = -5
   StartThrowOffset = Vector
      X = -12
      Y = -5
   EndThrowOffset = Vector
      X = -12
      Y = -5
   TriggerDelay = 8000
   GibImpulseLimit = 1
   AddGib = Gib
      GibParticle = TDExplosive
         CopyOf = Pinparticle

AddAmmo = Round
   PresetName = Crossbow Round
   ParticleCount = 1
   Particle = TDExplosive
      CopyOf = Crossbow Particle
   Shell = None
   FireVelocity = 75
   ShellVelocity = 0
   Separation = 0


eTAGMaterial is a material i was trying to make sticky but it doesnt work.


Last edited by Numidium on Sun Aug 15, 2010 10:45 pm, edited 1 time in total.



Sun Aug 15, 2010 10:37 pm
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Post Re: TDExplosives sticking to actors and/or terrain?
Capitalize the S in strength.
PinStrength = X


Sun Aug 15, 2010 10:40 pm
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Post Re: TDExplosives sticking to actors and/or terrain?
NOw it works, but it doesnt stick to things, instead it just stays where it touched them, and it doesnt explode at all.


Sun Aug 15, 2010 10:48 pm
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Post Re: TDExplosives sticking to actors and/or terrain?
Oh, you'd need some serious heavy duty lua there to get it to stick to moving objects realistically.

Which is probably out of your realm of possibility for your current modding ability.

Either get someone else to do it for you, learn lua, or stick with what you've got.


Sun Aug 15, 2010 11:09 pm
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Post Re: TDExplosives sticking to actors and/or terrain?
Well the way it is now it aint working, so i guess i'll have to learn lua then. Thanks for the help though.


Sun Aug 15, 2010 11:20 pm
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Post Re: TDExplosives sticking to actors and/or terrain?
TheLastBanana made some blowguns from which you can cannibalise some code. They fire a dart which (I think) sticks to what it hits, or it might create a fake wound.
Either way, you'd have to strip out the poison code, and adapt the rest for your purposes.
Here.


Mon Aug 16, 2010 12:00 am
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Post Re: TDExplosives sticking to actors and/or terrain?
thanks, thats awesome. Im gonna post the finished weapon in minor mods dump.


Mon Aug 16, 2010 5:53 pm
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