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I'm Back... with more bomb-related question...
http://45.55.195.193/viewtopic.php?f=1&t=16986
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Author:  DoomTurkey [ Wed Oct 28, 2009 2:06 am ]
Post subject:  I'm Back... with more bomb-related question...

1. If I wanted to make a high-impact bomb, would I make the velocity higher, or just the particle count (cause when I increased velocity the damage done went down in the tutorial bunder)?

2. I want the bomb to explode when I press fire, but when I do the actor tossed it first, even though I did "ActivateWhenReleased = 1", so how would I achieve that?

Author:  CaveCricket48 [ Wed Oct 28, 2009 3:59 am ]
Post subject:  Re: I'm Back... with more bomb-related question...

1. Give it particles that have low sharpness and high-ish mass (like 1) with high-ish velocity

2. "TriggerDelay" to 1 and "ActivateWhenReleased" to 1.

Author:  whitty [ Wed Oct 28, 2009 4:31 am ]
Post subject:  Re: I'm Back... with more bomb-related question...

I think what he is saying is that he wants to be able to throw it, run away, then click to detonate it.

Author:  CaveCricket48 [ Wed Oct 28, 2009 4:37 am ]
Post subject:  Re: I'm Back... with more bomb-related question...

Oh. Well, you would need Lua for that. I'll make a script for you in about 14 hours if no one beats me to it.

Author:  whitty [ Wed Oct 28, 2009 4:39 am ]
Post subject:  Re: I'm Back... with more bomb-related question...

You/he could just copy the detonator scripts in Coalition.rte\Devices\Weapons\Grenades.

Author:  DoomTurkey [ Wed Oct 28, 2009 5:24 am ]
Post subject:  Re: I'm Back... with more bomb-related question...

CaveCricket48 wrote:
1. Give it particles that have low sharpness and high-ish mass (like 1) with high-ish velocity.


What kinda particles do that?

whitty wrote:
I think what he is saying is that he wants to be able to throw it, run away, then click to detonate it.


I meant that I want to detonate it right away so that I don't even see the bomb being displaced.

Author:  411570N3 [ Wed Oct 28, 2009 6:30 am ]
Post subject:  Re: I'm Back... with more bomb-related question...

DoomTurkey wrote:
I meant that I want to detonate it right away so that I don't even see the bomb being displaced.
Then Duh's CaveCricket's suggestion would work fine.
DoomTurkey wrote:
What kinda particles do that?
MOPixels should do you fine.
Also remember that actors can only take so much impulse at once without gibbing, so if you want actors to be flying away from the explosion at high speed then you'll be needing Lua.

Author:  Duh102 [ Wed Oct 28, 2009 1:10 pm ]
Post subject:  Re: I'm Back... with more bomb-related question...

411570N3 wrote:
DoomTurkey wrote:
I meant that I want to detonate it right away so that I don't even see the bomb being displaced.
Then Duh's suggestion would work fine.

:0
Think you mean CaveCricket.

Author:  411570N3 [ Wed Oct 28, 2009 1:18 pm ]
Post subject:  Re: I'm Back... with more bomb-related question...

-_-"
Yes, yes I d~
WHAT ARE YOU TALKING ABOUT? THAT SAID CAVECRICKET THIS ENTIRE TIME.
ALSO, IGNORE THE EDIT RECORD, THE FACT THAT I CROSSED OUT INSTEAD OF ERASED AND THE QUOTATION EVIDENCE ABOVE.

Author:  DoomTurkey [ Thu Oct 29, 2009 5:18 am ]
Post subject:  Re: I'm Back... with more bomb-related question...

so, say, stone MOPixels would deal more damage than air blast MOPixels, or do they do the same damage?

Author:  Geti [ Thu Oct 29, 2009 5:21 am ]
Post subject:  Re: I'm Back... with more bomb-related question...

they'll do the same HP damage, but are more likely to blow something apart (assuming high mass or some ♥♥♥♥)

Author:  DoomTurkey [ Thu Oct 29, 2009 5:22 am ]
Post subject:  Re: I'm Back... with more bomb-related question...

Geti wrote:
they'll do the same HP damage, but (stone/air) are more likely to blow something apart (assuming high mass or some ♥♥♥♥)


which is more likely? stone or air?

Author:  Geti [ Thu Oct 29, 2009 5:26 am ]
Post subject:  Re: I'm Back... with more bomb-related question...

well, the air blast mopixels weigh 3 kilos, so assuming the stone blast mopixels weigh more, they'd be more likely to rip someone apart. but from just piercing someone, exactly the same damage. wounds are currently a bit gimpy.

Author:  DoomTurkey [ Thu Oct 29, 2009 5:28 am ]
Post subject:  Re: I'm Back... with more bomb-related question...

thx and new question:

If I wanted to rotate the bomb constantly while the robot is holding the bomb, what code would I need? When I give it frames and animate those they move only after robot tosses it.

Author:  Geti [ Thu Oct 29, 2009 5:31 am ]
Post subject:  Re: I'm Back... with more bomb-related question...

why do you want it to do that? and if anything, SpriteAnimMode = 1 should work, but i dont think devices animate normally, though TDs might.

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