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impact explosions?
http://45.55.195.193/viewtopic.php?f=1&t=6864
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Author:  nobuddy [ Sat Aug 04, 2007 4:28 am ]
Post subject:  impact explosions?

how do you make things explode on impact?! specifically the build 16 flak cannon rounds.

Author:  Lord Tim [ Sat Aug 04, 2007 4:30 am ]
Post subject:  Re: impact explosions?

Code:
   GibImpulseLimit = 10

Or some such.

Author:  nobuddy [ Sat Aug 04, 2007 4:41 am ]
Post subject:  Re: impact explosions?

Code:
AddAmmo = TDExplosive
   InstanceName = Frag Shell
   Mass = 4
   RestThreshold = -500
   HitsMOs = 1
   GetsHitByMOs = 0
   SpriteFile = ContentFile
      FilePath = Base.rte/Devices/Cannons/CannonRound.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -2
      Y = -2
   EntryWound = AEmitter
      CopyOf = Dent Metal
   ExitWound = AEmitter
      CopyOf = Dent Metal
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Tech
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Military Tech
      Resolution = 4
      Depth = 1
   DeepCheck = 1
   JointStrength = 6
   JointStiffness = 0
   DrawAfterParent = 1
   DetonationSound = Sound
      AddSample = ContentFile
         Path = Base.rte/Sounds/Explode2.wav
   StanceOffset = Vector
      X = -12
      Y = -5
   StartThrowOffset = Vector
      X = -12
      Y = -5
   EndThrowOffset = Vector
      X = -12
      Y = -5
   TriggerDelay = 10000
   ParticleNumberToAdd = 10
   AddParticles = MOSParticle
      CopyOf = Side Thruster Blast Ball 1
   ParticleNumberToAdd = 10
   AddParticles = MOPixel
      CopyOf = Grenade Fragment Gray
   ParticleNumberToAdd = 15
   AddParticles = MOPixel
      CopyOf = Grenade Fragment Yellow
   ParticleNumberToAdd = 15
   AddParticles = MOPixel
      CopyOf = Air Blast

AddAmmo = MOSRotating
   InstanceName = Cannon Particle
   Mass = 5
   LifeTime = 1500
   Sharpness = 20
   HitsMOs = 1
   GetsHitByMOs = 1
   SpriteFile = ContentFile
      FilePath = Base.rte/Devices/Cannons/CannonRound.bmp
   FrameCount = 1
   SpriteOffset = Vector
      X = -2
      Y = -2
   AtomGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Metal
      Resolution = 2
      Depth = 0
   DeepGroup = AtomGroup
      AutoGenerate = 1
      Material = Material
         CopyOf = Bullet Casing
      Resolution = 4
      Depth = 1
   DeepCheck = 0

Thats all that has to do with it... and i don't see the gibimpulselimit anywhere..

Author:  Lord Tim [ Sat Aug 04, 2007 5:00 am ]
Post subject:  Re: impact explosions?

Add it to the very bottom of the TDExplosive.

Author:  nobuddy [ Sat Aug 04, 2007 5:24 am ]
Post subject:  Re: impact explosions?

Thanks.

Author:  Grif [ Sat Aug 04, 2007 6:41 am ]
Post subject:  Re: impact explosions?

You also have to define the gibbing.

Check one of the actor codes for the format, but, for the actual gibs of the impact explosive, use the same gibs as the Frag Grenade coding.

Author:  lazermaniac [ Sat Aug 04, 2007 9:47 am ]
Post subject:  Re: impact explosions?

Impact explosion pretty much relies on an object shattering into gibs that form the explosion (fireball particles, grenade fragment pixels) instead of actually waiting for the timer to run out and explode.

Author:  Alenth Eneil [ Sat Aug 04, 2007 9:55 am ]
Post subject:  Re: impact explosions?

Go oldoldschool and use an emitter. It's not THAT laggy, I swear.

Author:  nobuddy [ Sat Aug 04, 2007 6:22 pm ]
Post subject:  Re: impact explosions?

Yeah, i changed the timer particles to the gib format but i must have to change something else too because when it fired it just disappeared the second it came out of the barrel.

Author:  Alenth Eneil [ Sat Aug 04, 2007 8:50 pm ]
Post subject:  Re: impact explosions?

Protip : Use a positive trigger delay.

Author:  Mechanoid [ Sun Aug 05, 2007 5:18 am ]
Post subject:  Re: impact explosions?

Alenth Eneil wrote:
Protip : Use a positive trigger delay.

Over 9000, so the TDExplosive never goes off in your face.

Author:  nobuddy [ Sun Aug 05, 2007 6:52 am ]
Post subject:  Re: impact explosions?

i did use a positive trigger delay

Author:  Pyrorex [ Mon Aug 06, 2007 6:26 am ]
Post subject:  Re: impact explosions?

Courtesy of master Iwillcontrolyou, a template.

Attachments:
Impact Grenade Template.rte.rar [25.2 KiB]
Downloaded 230 times

Author:  nobuddy [ Mon Aug 06, 2007 7:05 pm ]
Post subject:  Re: impact explosions?

thank you sooo much man

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