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How to armor/make a guy survive the explotion caused by...
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Author:  ZevN47 [ Thu May 07, 2009 3:25 am ]
Post subject:  How to armor/make a guy survive the explotion caused by...

How would i go about armoring the heck out of a normal coalition soldier? I want him to be able to survive a 25pineapple grenade explosion (from a rocket) it has to be able to hit him and he survive how do i do it?

i have looked at the Tek Annihilator script and i know how to attach armor and such but i can't figure out how to attach it and it be shot off and my guy live

last time i tried i made the armor stick just fine but my actor exploded in a bloody mess every time the armor gibbed

Also how do you make your guy bigger
Example: Tek Annihilator

Author:  Gotcha! [ Thu May 07, 2009 7:02 am ]
Post subject:  Re: How to armor/make a guy survive the explotion caused by...

Hiya, try playing around with these:

ImpulseDamageThreshold
GibImpulseLimit
GibWoundLimit

Author:  Azukki [ Thu May 07, 2009 7:32 am ]
Post subject:  Re: How to armor/make a guy survive the explotion caused by...

And JointStrength.
You can also use more durable materials, and less damaging wounds.

Making large actors is no simple matter. Save whatever idea you've got about that until you've done a decent regular size actor.

Author:  NaXx [ Thu May 07, 2009 6:00 pm ]
Post subject:  Re: How to armor/make a guy survive the explotion caused by...

Azukki wrote:
And JointStrength.
You can also use more durable materials, and less damaging wounds.

Making large actors is no simple matter. Save whatever idea you've got about that until you've done a decent regular size actor.


Totally agree, isn't so easy like re-size an image, many strange numbers (called offsets)
must be changed to work properly with a big actor take a look to areku Smasher
But don't rape IT! Its a masterpiece.

Author:  ZevN47 [ Thu May 07, 2009 8:29 pm ]
Post subject:  Re: How to armor/make a guy survive the explotion caused by...

I fixed it... I did alter the damage limit of course but an explosion deals mass based damage... now that my guy has 350mass things like fireblast balls don't harm him as much... now how do you make him not sink? :)


Azukki wrote:
And JointStrength.
You can also use more durable materials, and less damaging wounds.

Making large actors is no simple matter. Save whatever idea you've got about that until you've done a decent regular size actor.


ok :-P It can wait i'm not anywhere near done with this one yet anyway...

Author:  411570N3 [ Fri May 08, 2009 8:32 am ]
Post subject:  Re: How to armor/make a guy survive the explotion caused by...

To decrease mass based damage increase GibImpulseLimit.

Author:  Azukki [ Fri May 08, 2009 11:45 pm ]
Post subject:  Re: How to armor/make a guy survive the explotion caused by...

Azukki wrote:
And JointStrength.

So your features don't get knocked off by collisions.

Anyways, there isn't an easy way to make your actor super heavy and not sink into the ground. I recommend just making the mass normal again, and accepting the knock back. That's one of the fun parts of surviving ridiculous stuff anyways.
You can increase the surface of the foot atomgroup by adding to it pixels farther to the left and to the right, but that's a kind of an advanced thing to to.

I really wish we had a terrain displacement factor for Materials. Oh well.

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