Re: more accurate rocket launcher?
Mikromancer wrote:
problem two is the burst of the projectile itself. it's coded to use grenade fragment gray and yellow, i wanted to reduce the burst to such a small burst that you can blow someone's leg off, but not get his torso, unfortunately, after scaling the lifetime of the grenade fragments back to 1 it was still being stubborn and exploding all over the place.
This is fairly easily solved... As you already have experienced, the lifetime of anything can't be lower than 1 frame, which is roughly 16-17 milliseconds. So if you set it to... 15, and you want the fragments to travel a shorter distance than they do, you need to lower the velocity of the fragments. To find out how many pixels per frame they travel, take the velocity and divide by three. From the sounds of it, you'd need a velocity of around 9 or something. To compensate for the lower impulse, you should either up the fragments' mass or sharpness.
Mikromancer wrote:
the new problem is that it doesnt hit anything but terrain (ie. flies straight through doors actors. etc.) and if it does hit the thing decides not to burst half the time anymore.
This is an issue with very small sprites, this collision faultiness. I think that the very smallest you can have a sprite that collides with people is 2x2 pixels, but if it already is that size (or bigger), you need to have a look at the AtomGroup.
Code:
AtomGroup = AtomGroup
AutoGenerate = 1
Material = Material
CopyOf = Military Stuff
Resolution = 2
Depth = 0
The number you see after Depth should be zero. If that doesn't work, i'm afraid i'm stumped.
The issue with the round not bursting is just a matter of setting the right GibImpulseLimit. If it doesn't explode, try lowering it.
Edit: Hmm, after looking at the .rte, it looks like you need to make the bolts sprite bigger (Or just longer, it should hit with the front anyhow), and set the GibImpulseLimit lower.