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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.
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Author: | nobuddy [ Mon Aug 06, 2007 7:05 pm ] |
Post subject: | Re: impact explosions? |
thank you sooo much man |
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