| Author | 
            Message | 
        
        
			| 
				
				 Darlos9D 
				
				
					 Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
				 
				 
			 | 
			
				
				  Exploding on impact... again  
					
						Well, I know this issue has been gone over much. But I've searched the forums and even used iwillcontrolyou's impact grenade template, and I still have trouble with explode-on-impact grenades.
  I'm trying to make a grenade launcher which, of course, fires grenades that explode on impact. I followed the template, and the grenades explode upon impact with surfaces. But, they fly right through actors. Clones, robots, dropships... everything. I don't get it. My grenade is a 3x3 sprite with a velocity of 80.
  How do I get it so they impact actors? 
					
  
			 | 
		
		
			| Sun Nov 18, 2007 12:14 am | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Metal Chao 
				
				
					 Joined: Sat May 05, 2007 6:04 pm Posts: 2901
				 
				 
			 | 
			
				
				  Re: Exploding on impact... again  
					
						Decrease the gibimpulselimit. And increase velocity maybe. Or, if they're still flying through, decrease the velocity. 
					
  
			 | 
		
		
			| Sun Nov 18, 2007 12:16 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 voran 
				
				
					 Joined: Sun Sep 23, 2007 4:13 pm Posts: 35 Location: Generally? Earth
				 
				 
			 | 
			
				
				  Re: Exploding on impact... again  
					
						you could try making the grenades MOSRotating. just use the same gibimpulselimit type explosion with high velocity gibs. 
					
  
			 | 
		
		
			| Sun Nov 18, 2007 12:20 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Darlos9D 
				
				
					 Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
				 
				 
			 | 
			
				
				  Re: Exploding on impact... again  
					
						voran wrote: you could try making the grenades MOSRotating. just use the same gibimpulselimit type explosion with high velocity gibs. You're absolutely correct. It works perfectly now. Making it MOSRotating has the added benefit of not having to worry about setting explosion attributes, like the timer. Thanks!  
					
  
			 | 
		
		
			| Sun Nov 18, 2007 12:46 am | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Grif 
				REAL AMERICAN HERO 
				
					 Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
				 
				 
			 | 
			
				
				  Re: Exploding on impact... again  
					
						If it hit terrain but not MOs then it had HitsMOs = 0. 
					
  
			 | 
		
		
			| Sun Nov 18, 2007 3:28 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 tosty 
				
				
					 Joined: Fri Sep 21, 2007 4:45 am Posts: 324
				 
				 
			 | 
			
				
				  Re: Exploding on impact... again  
					
						Yes, thank you Grif, i think we get that** 
					
  
			 | 
		
		
			| Sun Nov 18, 2007 3:46 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 HSWASA 
				
				
					 Joined: Sun Oct 14, 2007 7:57 am Posts: 113 Location: My basement... Why? Are You A Stalker?!
				 
				 
			 | 
			
				
				  Re: Exploding on impact... again  
					
						Don't make fun of Grif!!!!!! Just like Grif said change HitsMOs = 0 to 1 
					
  
			 | 
		
		
			| Sun Nov 18, 2007 3:58 am | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Darklink 
				
				
					 Joined: Wed Jan 03, 2007 3:49 am Posts: 88 Location: computer chair
				 
				 
			 | 
			
				
				  Re: Exploding on impact... again  
					
						HSWASA wrote: Don't make fun of Grif!!!!!! Just like Grif said change HitsMOs = 0 to 1 But Grif's post was kinda pointless, considering that the post right before it said it was working. There's also no need to repeat what someone else said.  
					
  
			 | 
		
		
			| Sun Nov 18, 2007 4:53 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Grif 
				REAL AMERICAN HERO 
				
					 Joined: Sat Jan 27, 2007 10:25 pm Posts: 5655
				 
				 
			 | 
			
				
				  Re: Exploding on impact... again  
					
						tosty wrote: Yes, thank you Grif, i think we get that** Was my post directed at you? No. ♥♥♥♥ off. @Darklink: No one said what I said. People offered different solutions, which, while eventually solving the main problem, were more circuitous routes. Besides, I offered information as to the original problem for future use.  
					
  
			 | 
		
		
			| Sun Nov 18, 2007 6:12 am | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 Darlos9D 
				
				
					 Joined: Mon Jul 16, 2007 9:50 am Posts: 1512 Location: Tallahassee, FL
				 
				 
			 | 
			
				
				  Re: Exploding on impact... again  
					
						Grif wrote: tosty wrote: Yes, thank you Grif, i think we get that** Was my post directed at you? No. **** off. @Darklink: No one said what I said. People offered different solutions, which, while eventually solving the main problem, were more circuitous routes. Besides, I offered information as to the original problem for future use. Well, HitsMOs was already set to 1. So the point is moot anyway, guys.  
					
  
			 | 
		
		
			| Sun Nov 18, 2007 6:54 am | 
			
				
					 
					
					 
				    
			 | 
    	
		
	
	
		  | 
	
	
			| 
				
				 MstrNetHead 
				
				
					 Joined: Sun Mar 11, 2007 5:05 am Posts: 239
				 
				 
			 | 
			
				
				  Re: Exploding on impact... again  
					
						Great! So we're done here? 
					
  
			 | 
		
		
			| Sun Nov 18, 2007 1:22 pm | 
			
				
					 
					
					 
				  
			 | 
    	
		
	
	
		  | 
	
	
	
		 |