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 Breakable Jetpack 
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Joined: Tue Dec 23, 2008 8:04 pm
Posts: 1545
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Post Re: Breakable Jetpack
Adding to the entire flying out of control thingy:http://www.youtube.com/watch?v=k7bVklOYUKs at 3:40, the enemies make a rather steep accent when shot in the backpack.

On the realism discussion, you guys are right, but tracer round can actually ignite fuel tanks. So since CC has tracers, that might work...


Tue May 25, 2010 5:56 pm
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Joined: Thu Oct 01, 2009 1:48 am
Posts: 51
Location: Somewhere very cold.
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Post Re: Breakable Jetpack
In a universe where Sparkle Magic is a technical term and descending from the sky in a heavenly aura after wreaking havoc via Godly means is considered a normal method of transporting a single troop from a giant space station to mine for gold, I think a jet pack exploding when shot up is well within the realm of believable.

Also, I'm eager to see this jet pack concept posted so I can go and tack it onto the Browncoat Heavy so next time my friend decides to go commando in split screen and rip my base a new one with a pocket full of Whitty's weapons, I can at least see the shock on his face.


Wed May 26, 2010 2:14 am
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Joined: Sun May 23, 2010 9:23 pm
Posts: 8
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Post Re: Breakable Jetpack
I got the basic coding for it done, now I just need to work on a better sprite and possibly make a whole new actor instead of using the coalition light soldier, if this is going to be released to the public I still need some work splitting it from the coalition.rte. A pic of my crappy spriting: Clickity. I want some ideas on either how to improve the rocket pack sprite or what the actor should look like. (Note: The red text should say B-17 but the actor is looking the wrong way.)


Wed May 26, 2010 3:07 am
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Joined: Sun May 23, 2010 9:23 pm
Posts: 8
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Post Re: Breakable Jetpack
Sorry for the double post but I can't find a way to make my custom wound do less damage too my Rocket Pack. Currently 1 shot and it blows up in about 6 seconds. I set EmissionDamage = 0 and BurstDamage = 0 and it still happens. Heres the code for the wound and some important variables in the pack:
Code:
AddEffect = AEmitter
   PresetName = RP Leak
   Mass = 0.0001
   HitsMOs = 0
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Effects/Wounds/MetalWoundA.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -1
      Y = -1
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 2
      Depth = 5
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Stuff
      Resolution = 3
      Depth = 5
   DeepCheck = 0
   JointStrength = 10000
   JointStiffness = 1
   DrawAfterParent = 1
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = RP Particle B
      Spread = 0.3
      MaxVelocity = 10
      MinVelocity = 4
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Fire Puff Small
         Mass = 0.5
      Spread = 0.5
      MaxVelocity = 10
      MinVelocity = 4
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Fire Puff Medium
         Mass = 0.5
      Spread = 0.5
      MaxVelocity = 10
      MinVelocity = 4
   AddEmission = Emission
      EmittedParticle = MOSParticle
         CopyOf = Side Thruster Blast Ball 1 Glow
         Mass = 0.5
      Spread = 0.5
      MaxVelocity = 10
      MinVelocity = 4
   BurstSound = Sound
      CopyOf = Metal Penetration Hit
   EmissionEnabled = 1
   EmissionCountLimit = 300
   EmissionsIgnoreThis = 1
   ParticlesPerMinute = 1700
   BurstSize = 4
   BurstScale = 2
   BurstDamage = 0
   BurstTriggered = 1
   EmissionDamage = 0
   Flash = None
   FlashOnlyOnBurst = 0

The Rocket Pack:
   JointStrength = 2200
   JointStiffness = 0.02
   GibImpulseLimit = 3700
   GibWoundLimit = 45


Fri May 28, 2010 1:00 am
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Joined: Fri Oct 17, 2008 9:46 pm
Posts: 5212
Location: The Grills Locker.
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Post Re: Breakable Jetpack
It's probably the JointStiffness. The impulse is not being transferred from the pack, causing it to gib prematurely. Try increasing it to about 0.5 or so.


Fri May 28, 2010 1:05 am
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