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Darlos9D
Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
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Directional gibs
So, here's something I've been wanting to do in order to make anti-armor explosives. Basically, I want to make an explosive that, when it hits something, basically sends its shrapnel in the direction that the explosive was flying, particularly into whatever it hit. This is kind of the idea of HEAT rounds and the like: a directed explosion that all goes into the target.
There's a major problem with this, though. No matter what, it seems that whatever bouncing or re-orienting that would normally happen to a MOSRotating or TDExplosive or whatever when it strikes a surface is carried over into its gibs. So often you end up with the shrapnel, which you'd like to go towards the thing it hit, shooting off AWAY from the struck target. Some of you may have noticed this already from even the regular explosives in the game. It's can be a pain. And I'm not quite sure how to avert it.
Something I tried is making the object gib into a short-lived pinned AEmitter with InheritsVel = 0 and an EmissionAngle of 0. Since gibs retain the angle of whatever they come from, I figured this would cause the emitter to shoot out its burst in the same direction that the projectile was in right before it gibbed. Unfortunately, this didn't work out. Somehow the projectile manages to get some spin imparted upon it right as it gibs, causing the AEmitter to point in the wrong direction.
Can anybody think of ways to counteract this problem? Easily directed gibs would be really handy.
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Fri Nov 14, 2008 2:30 am |
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Azukki
Joined: Sat Nov 03, 2007 9:44 pm Posts: 1916 Location: Flint Hills
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Re: Directional gibs
Well, a less bouncy material could be good, such as ashes. And another thing that could lessen the collision's impact on the gib's direction is more mass on the projectile.
Or to lessen spin, you might want to turn down OrientToVel or whatever it is, as it might be turning to it's new angle the instant before gibbing because it's orientation is so quick.
Those are the things I'd try. And if they didn't work I might try something with attachables and breakwounds, or a custom atomgroup, or something wacky like that.
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Fri Nov 14, 2008 3:04 am |
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Thanatos
Joined: Sat Jan 06, 2007 3:58 am Posts: 346 Location: Germany
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Re: Directional gibs
I'm not sure if this is relevant anymore, but I seem to remember trying to figure something like that out in the early builds. I actually managed it too.
I don't know if it still works the same way, but adding a negative bounce and high friction draws the rounds into the target. As I said, not sure if it still works. Try something like that.
And tell me if it works.
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Fri Nov 14, 2008 3:57 am |
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Geti
Joined: Sun Jul 13, 2008 9:57 am Posts: 4886 Location: some compy
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Re: Directional gibs
Thanatos wrote: I don't know if it still works the same way, but adding a negative bounce and high friction draws the rounds into the target. As I said, not sure if it still works. Try something like that. that is the most logical answer ever :O awesome. and yeah, i noticed it happens in the game, but only really with craft, usually it blows the ♥♥♥♥ out of fleshies.
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Fri Nov 14, 2008 9:02 am |
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