Spontaneous Dismemberment...
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Spontaneous Dismemberment...
Well, its bee quite a while since I've come here for help. I'm currently re-working my turret. I've turned it into an AHuman. The "arms" are short little immobile things that I just attach two machine guns to. These machine guns each have an attached shield. When the guns turn, it looks like they're simply pivoting around a direct attachment to the body. Problem is, when the guns/shields take so many hits, the ARMS BREAK OFF. Furthermore, after the guns/shields are dropped after this, they seem to take their max amount of hits, as if something else was being damaged when they were being shot while attached to the turret. I'm not really sure whats going on here. The arms are set to very high GibImpulseLimit and GibWoundLimit, but this still happens in about 40 shots to the guns/shields. Anyone know whats going on here? I initially had the arms set to a null graphic, which is just a single blank pixel. When I did that, the things would break in a single hit. Now it's a solid 4x4 box for a sprite. Also, the sprite for the hands doesn't seem to matter much. I've attached the code for my actor and the weapons, complete with all attachables. Maybe somebody knows where to look for the problem. Also, in case its important, another feature of this turret is the fact that it stands on a single leg, which acts as its base. I did this in the hopes it would be more stable than if it was sitting directly on its body. Attachment:
File comment: The turret
actors.txt [13.6 KiB]
Downloaded 364 times
Attachment:
File comment: The guns/shields
devices.txt [14.43 KiB]
Downloaded 187 times
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Mon Apr 28, 2008 4:56 pm |
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ppiksmada
Joined: Tue Jan 01, 2008 5:56 am Posts: 564 Location: Behind a DarKlone, trying to pierce its fudging armor!
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Re: Spontaneous Dismemberment...
This sounds kind of similar to the medpacks, which makes the arms weaker after each use. It could also be something with the weapons being too heavy?
Then again I don't code. Sorry.
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Mon Apr 28, 2008 5:04 pm |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Spontaneous Dismemberment...
Ah nice. Im having the same problem on the novastar. Except instead of the arms, my problem is associated with the attachables only. I have 3 levels of attachables piled each on another and the funny thing is that the slightest hit will knock them away even though they have no GIL and their GWL are about over 9000.
I suspect it has to do something with the collaboration of these values that are causing this massive fail: Mass, jointstrenght, jointstiffiness.
I have no idea how they work, since sometimes if you set the joint values too high, a slighty touch will make it gib almost instantly.
If you manage to solve this, please tell me how you did it.
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Mon Apr 28, 2008 7:29 pm |
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Thoughtprocess
Joined: Mon Feb 11, 2008 3:42 pm Posts: 259
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Re: Spontaneous Dismemberment...
JointStiffness = min. force needed to knock off a joint. Seems to be measured in a percentage or something (the JStif of dropship engines is maybe 0.8 while a coalition soldier's head is a 0.1)
JointStrength = how much damage something can sustain before breaking (damage over time as opposed to GIL which is for singular, massive hits) I'm thinking this may be your problem, as weapons and such have a JStr of about 75 and break with very few shots. Your arms/legs have a JStr of 800, so about 40 shots may destroy that...
Mass I believe has nothing to do with damage on the receiving end, except more massive things would take lass recoil from mass-based weapons, and more massive things are usually given a higher GIL.
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Mon Apr 28, 2008 8:01 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Spontaneous Dismemberment...
Thoughtprocess wrote: JointStiffness = min. force needed to knock off a joint. Seems to be measured in a percentage or something (the JStif of dropship engines is maybe 0.8 while a coalition soldier's head is a 0.1)
JointStrength = how much damage something can sustain before breaking (damage over time as opposed to GIL which is for singular, massive hits) I'm thinking this may be your problem, as weapons and such have a JStr of about 75 and break with very few shots. Your arms/legs have a JStr of 800, so about 40 shots may destroy that...
Mass I believe has nothing to do with damage on the receiving end, except more massive things would take lass recoil from mass-based weapons, and more massive things are usually given a higher GIL. No, I don't think so. Things become easier to break with higher JointStiffness. Also, for any limb or attachment or whatever, GibImpulseLimit can be set as low as you want, and small impacts still won't instantly destroy or remove the limb. Vice versa, really high GIL and high JointStiffness and/or low JointStrength will result in broken limbs every time. GIL only seems take effect as soon as an attachment is actually removed from what its attached to, determining whether the attachment flies off in one piece or instantly gibs. Now, if its an actors main body, GIL DOES affect whether or not the body gibs, and it can gib through forces that go through limbs and attachments. None of this explains, though, why the arms die after a while.
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Tue Apr 29, 2008 12:21 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Spontaneous Dismemberment...
Thoughtprocess wrote: JointStiffness = min. force needed to knock off a joint. Seems to be measured in a percentage or something (the JStif of dropship engines is maybe 0.8 while a coalition soldier's head is a 0.1)
JointStrength = how much damage something can sustain before breaking (damage over time as opposed to GIL which is for singular, massive hits) I'm thinking this may be your problem, as weapons and such have a JStr of about 75 and break with very few shots. Your arms/legs have a JStr of 800, so about 40 shots may destroy that...
Mass I believe has nothing to do with damage on the receiving end, except more massive things would take lass recoil from mass-based weapons, and more massive things are usually given a higher GIL. T-T-T-T-TOTALLY WRONG. JointStiffness is literally how brittle a joint is. The "stiffness" of a joint is how capable it is of bending or moving. Goes from 1 to 0. 0 being immovable, 1 being rubbery. JointStrength is exactly like GibImpulseLimit. JointStrength also overrides GibImpulseLimit. More massive objects have more force if put into motion.
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Tue Apr 29, 2008 12:50 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Spontaneous Dismemberment...
Grif wrote: Thoughtprocess wrote: JointStiffness = min. force needed to knock off a joint. Seems to be measured in a percentage or something (the JStif of dropship engines is maybe 0.8 while a coalition soldier's head is a 0.1)
JointStrength = how much damage something can sustain before breaking (damage over time as opposed to GIL which is for singular, massive hits) I'm thinking this may be your problem, as weapons and such have a JStr of about 75 and break with very few shots. Your arms/legs have a JStr of 800, so about 40 shots may destroy that...
Mass I believe has nothing to do with damage on the receiving end, except more massive things would take lass recoil from mass-based weapons, and more massive things are usually given a higher GIL. T-T-T-T-TOTALLY WRONG. JointStiffness is literally how brittle a joint is. The "stiffness" of a joint is how capable it is of bending or moving. Goes from 1 to 0. 0 being immovable, 1 being rubbery. JointStrength is exactly like GibImpulseLimit. JointStrength also overrides GibImpulseLimit. More massive objects have more force if put into motion. I think you have JointStiffness backwards there. I think 1 is stiff and 0 is rubbery. I got the impression that it represents how much a part will "give" to an impact, and just bend and roll around it, therefor lessening the chance of its breaking. Still, any idea of how all this would cause the arms to break after about 40 hits to the weapons they're holding? Is it because I have an attachment on my weapons? I've never had this problem before.
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Tue Apr 29, 2008 4:52 am |
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Grif
REAL AMERICAN HERO
Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
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Re: Spontaneous Dismemberment...
DIRT B22 .inis (actually .txts but you get the picture) Code: # How fast the arm moves to a reach target, # on a scale from 0.0 (frozen) to 1.0 (instantly there). 0.2 The variables aren't named in the old .inis, but the explanation they offer is invaluable.
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Tue Apr 29, 2008 5:55 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Spontaneous Dismemberment...
o_õ
I think the problem might be the sprite then. With the old space marine dreadnought, its arm sprite was a ball like 9X9 pixels, try that. Better yet, make the arm sprites the actual guns, and make the guns invisible, that'd be strange but it'd work.
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Tue Apr 29, 2008 10:52 am |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Spontaneous Dismemberment...
Winterous wrote: o_õ
I think the problem might be the sprite then. With the old space marine dreadnought, its arm sprite was a ball like 9X9 pixels, try that. Better yet, make the arm sprites the actual guns, and make the guns invisible, that'd be strange but it'd work. Hm. I did think that maybe the tiny sprites might have something to do with it. I'll try making the arms into the gun sprites, like you said. It'd work on a turret visually, where the guns are directly attached to the body anyway. It'd also make it so the guns couldn't actually be picked up by other actors.
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Tue Apr 29, 2008 11:16 am |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: Spontaneous Dismemberment...
O_o
Seems like i'm not the only one experiencing this. For example, i've given a standard clone an impenetrable helmet, which bounces off shots. Works all fine, but after some shots, his head explodes, without it getting hit at all. I seems like impulses stack up at times, but how and when is a mystery to me.
As for your actual problem... I don't know really, but try removing GIL and JointStrength alltogether. It should, in theory, make those values undefined/infinite, so maybe it won't gib at all. Don't know for sure though.
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Tue Apr 29, 2008 11:21 am |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Spontaneous Dismemberment...
Another example of that, when you shoot someone's head with 0 sharpness particles, regardless of mass (even 0 I think) their head explodes after a while.
There has to be a lot of them if they're light though. Like, a LOT!
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Tue Apr 29, 2008 11:26 am |
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numgun
Joined: Sat Jan 13, 2007 11:04 pm Posts: 2932
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Re: Spontaneous Dismemberment...
Winterous wrote: Another example of that, when you shoot someone's head with 0 sharpness particles, regardless of mass (even 0 I think) their head explodes after a while.
There has to be a lot of them if they're light though. Like, a LOT! Hahaha, like that water mod that was flamed to hell? x )
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Tue Apr 29, 2008 2:57 pm |
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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Re: Spontaneous Dismemberment...
Winterous wrote: Another example of that, when you shoot someone's head with 0 sharpness particles, regardless of mass (even 0 I think) their head explodes after a while.
There has to be a lot of them if they're light though. Like, a LOT! Sigh... seems the physics still leaves something to be desired. I'm not really certain how this reflects reality, so I assume its a bug.
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Tue Apr 29, 2008 9:43 pm |
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Winterous
Joined: Tue Jul 03, 2007 12:33 am Posts: 1275 Location: Elsewhere.
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Re: Spontaneous Dismemberment...
Probably, that water mod was funny. "My head doesn't explode when I take a shower."
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Wed Apr 30, 2008 1:28 am |
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