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 How to force gibs upon death? + other issue 
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post How to force gibs upon death? + other issue
Hi people,

In my quest to learn more about how to mod stuff I've created a test bunker/pillbox actor to mess around with.
See screens;
ImageImage

I've three issues with it at the moment and would like to know if they are possible to be changed.
The first:
- I'd like to force-gib the pillbox whenever it dies. This way I can add bricks and stuff and make it go away in a nice, stone-shower way, instead of it becoming a huge lifeless obstacle for everyone to dig through. Does anyone know if it is possible to force-gib stuff? The dropships seem to do, but I can't find anything special in their files.

I can't reduce the armor and sturdiness of the pillbox, since it's meant to be sturdy and needs to be dropped out of dropships as well.

The second:
- If the gibbing is impossible to force, is there a way to at least stop the pillbox from rolling onto its side when dying? I can't remember the last time I saw a concrete block rolled over to die. :) (Well, ofcourse there was this incident where... no, never mind...)

The third:
- Is there a way to make sure that this pillbox, or any other object for that matter, will never disappear into the ground when stepped on?
Right now my pillbox dies really fast, since all it takes is one actor to land on its roof. Then it is pushed into the ground. (It is fairly bulletproof though. :) )
Increasing the mass is not an option, since dropships will need to be able to drop one without falling out of the sky at light speed. (Was fun to watch though! :grin: )

Thanks for any advice you can give.
If you want to check out a working beta version, it's downloadable here.


Fri May 02, 2008 4:07 pm
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: How to force gibs upon death? + other issue
I dont see a point why it should die when it's HP goes < 0.
Just make it gib wound wise with GibWoundLimit and to make the HP amount go with it, give it custom wounds.

On the wounds, lets say you want this concrete buddy to take 1000 hits and to make this match on the wounds (Which happen to be AEmitters) set the values like this:

BurstDamage = 0.001 (One thousand of HP is lost on hit aka 1/1000Hp)
EmissionDamage = 0 (No need for this unless you want it to leak... concrete and die from it?)


Fri May 02, 2008 4:34 pm
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Joined: Wed Dec 27, 2006 10:05 pm
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Post Re: How to force gibs upon death? + other issue
in the gibs code set "angularvel = 0-9(0 = right & 5 = left)", the speed the gib is forced at depends on the mass.


Fri May 02, 2008 8:09 pm
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post Re: How to force gibs upon death? + other issue
What.

Casey you are in fact very dumb.

AngularVelocity is in radians per second. It's always clockwise.


Sat May 03, 2008 1:05 am
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1972
Location: The Netherlands
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Post Re: How to force gibs upon death? + other issue
Thanks, guys. I'll fiddle around with this stuff. :)

@Grif: Cows and lemmings are very dumb. People just don't know everything. Be nice. :)

Edit: Is there also a solution to the standing-on-the-bunker-to-push-it-in-the-ground bit, besides increasing the mass to epic proportions?


Sat May 03, 2008 11:59 am
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Joined: Fri Sep 21, 2007 4:45 am
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Post Re: How to force gibs upon death? + other issue
You could have it pinned.

Also, about the brick flying off thing, just add a bunch of attachables to it.
Thatway when it gets shot it wont lose HP but it will have pieces falling off.


Sat May 03, 2008 12:54 pm
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