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Fat Zombie
Joined: Wed Jan 25, 2006 8:15 pm Posts: 66
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TDExplosive with Pinstrength viable?
Hello again! Started a new mod for this version. Just wondering if anyone could help with this: I'm trying to make an explosive that gibs into a TDExplosive when it hits a surface; that TDExplosive has a Pinstrength, to make it stick to the wall, and a timer for it to detonate. I've run into a problem, though; when the TDExplosive is created, it stays still, but doesn't detonate. I'm trying to figure out what's wrong with my code at the mo, but if you guys could help it would be awesome. Here's the WIP code for the TDExplosive. If you can't see any glaring errors, ask and I'll post up the .rte of what I've got so far. Code: AddAmmo = TDExplosive InstanceName = WIP Bomb Mass = 4 PinStrength = 10 RestThreshold = -500 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Flechette.rte/Images/WIPbomb.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 Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 1 JointStrength = 6 JointStiffness = 0.5 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 = 2000 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 GibImpulseLimit = 5 AddGib = Gib GibParticle = MOPixel CopyOf = Flash Particle Yellow Big Count = 1 Spread = 2.25 MaxVelocity = 0.1 MinVelocity = 0 InheritsVel = 0 Any help is appreciated! Thank you in advance!
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Thu Jan 10, 2008 9:32 pm |
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rebirth12345
Joined: Mon Dec 24, 2007 4:41 pm Posts: 125 Location: in a world called Earth
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Re: TDExplosive with Pinstrength viable?
hm....... not really here to help, but What might that bomb do?
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Thu Jan 10, 2008 9:34 pm |
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Fat Zombie
Joined: Wed Jan 25, 2006 8:15 pm Posts: 66
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Re: TDExplosive with Pinstrength viable?
rebirth12345 wrote: hm....... not really here to help, but What might that bomb do? Hmm? Well, it's a weapon that fires an MOSRotating, which gibs into a static TDExplosive when it hits a surface. The TDE is supposed to stick to the surface and explode after a short time.
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Thu Jan 10, 2008 9:39 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: TDExplosive with Pinstrength viable?
Sticky C4 kind of thing?
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Thu Jan 10, 2008 9:40 pm |
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rebirth12345
Joined: Mon Dec 24, 2007 4:41 pm Posts: 125 Location: in a world called Earth
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Re: TDExplosive with Pinstrength viable?
if it sticks sucessfully, will it stick to actors?, if so Make A Plasma Grenade, along with a Brute Spiker Grenade
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Thu Jan 10, 2008 9:43 pm |
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Fat Zombie
Joined: Wed Jan 25, 2006 8:15 pm Posts: 66
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Re: TDExplosive with Pinstrength viable?
Well, I don't know whether Pinstrength applies to actors; I think it just keeps the thing stuck to where it's created.
Of course, at the moment nothing's happening because the TDE doesn't detonate. I think it just turns to scenery instantly, at the moment.
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Thu Jan 10, 2008 9:46 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: TDExplosive with Pinstrength viable?
Gibbed TDExplosive's don't detonate.
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Thu Jan 10, 2008 9:49 pm |
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rebirth12345
Joined: Mon Dec 24, 2007 4:41 pm Posts: 125 Location: in a world called Earth
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Re: TDExplosive with Pinstrength viable?
Fat Zombie wrote: Well, I don't know whether Pinstrength applies to actors; I think it just keeps the thing stuck to where it's created.
Of course, at the moment nothing's happening because the TDE doesn't detonate. I think it just turns to scenery instantly, at the moment. Data Did say TD explosives always explodes now
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Thu Jan 10, 2008 9:50 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: TDExplosive with Pinstrength viable?
...
You don't get it do you?
He meant they explode properly when they hit things.
Not explode after being gibbed.
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Thu Jan 10, 2008 9:52 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: TDExplosive with Pinstrength viable?
Well, that is most likely because TDExplosives doesn't detonate via timer if they have been gibbed out. To solve this, you could attach an emitter which will emit an extremely heavy particle after a set amount of time, and making the GibImpulseLimit somewhat low... To attach an emitter, you need to go Code: AddEmitter = AEmitter CopyOf = <Emitter name> ParentOffset = Vector X = 0 Y = 0 Edit: Damn, TrouserDemon said what i said D:
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Thu Jan 10, 2008 9:53 pm |
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Fat Zombie
Joined: Wed Jan 25, 2006 8:15 pm Posts: 66
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Re: TDExplosive with Pinstrength viable?
Shook wrote: Well, that is most likely because TDExplosives doesn't detonate via timer if they have been gibbed out. To solve this, you could attach an emitter which will emit an extremely heavy particle after a set amount of time, and making the GibImpulseLimit somewhat low... To attach an emitter, you need to go Code: AddEmitter = AEmitter CopyOf = <Emitter name> ParentOffset = Vector X = 0 Y = 0 Edit: Damn, TrouserDemon said what i said D: They don't? Darn. Well, thanks to Shook/TrouserDemon anyway. I'll try your idea, Shook, see if it works. So I should attach the emitter to the TDE?
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Thu Jan 10, 2008 9:57 pm |
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Shook
Joined: Fri Feb 16, 2007 8:43 pm Posts: 1695 Location: AH SHIT FUCK AUGH
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Re: TDExplosive with Pinstrength viable?
Yesh, and remember the GibWoundLimit... And for gods sake, remember to define the gibs
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Thu Jan 10, 2008 10:03 pm |
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Fat Zombie
Joined: Wed Jan 25, 2006 8:15 pm Posts: 66
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Re: TDExplosive with Pinstrength viable?
Okay, now I get a "Reader error" when I try to load up the mod. It seems to have a problem at line 114, which is the X = 1 line on Parent Offset.
EDIT: I AM STUPIDOR. I was missing the word "Vector".
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Thu Jan 10, 2008 10:10 pm |
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Fat Zombie
Joined: Wed Jan 25, 2006 8:15 pm Posts: 66
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Re: TDExplosive with Pinstrength viable?
Well, It explodes, now! Instantly. Well, bugger. Going to find out why. Here's the current code: Code: AddEffect = MOPixel InstanceName = Charge Igniter Mass = 5 LifeTime = 150 Sharpness = 30 HitsMOs = 1 GetsHitByMOs = 0 Color = Color R = 247 G = 247 B = 147 Atom = Atom Material = Material CopyOf = Bullet Metal TrailColor = Color R = 230 G = 26 B = 9 TrailLength = 1
AddEffect = AEmitter InstanceName = Charge Detonator Mass = 0.0001 HitsMOs = 0 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Base.rte/Null.bmp FrameCount = 1 SpriteOffset = Vector X = -4 Y = -2 /// EntryWound = AEmitter /// CopyOf = Gas Leak /// ExitWound = AEmitter /// CopyOf = Gas Leak AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 2 Depth = 5 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Civilian Stuff Resolution = 3 Depth = 5 DeepCheck = 0 JointStrength = 10000 JointStiffness = 1 DrawAfterParent = 1 AddEmission = Emission EmittedParticle = MOPixel CopyOf = Charge Igniter ParticlesPerMinute = 1 BurstSize = 10 Spread = 0.1 MaxVelocity = 24 MinVelocity = 12 EmissionEnabled = 1 EmissionsIgnoreThis = 1 BurstScale = 1 BurstTriggered = 1 EmissionDamage = 0
AddAmmo = TDExplosive InstanceName = Charge Bomb Mass = 4 PinStrength = 10 RestThreshold = -500 HitsMOs = 1 GetsHitByMOs = 0 SpriteFile = ContentFile FilePath = Flechette.rte/Images/Flechettebomb.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 Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 1 DeepCheck = 1 JointStrength = 6 JointStiffness = 0.5 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 AddEmitter = AEmitter CopyOf = Charge Detonator ParentOffset = Vector X = 0 Y = 0 GibImpulseLimit = 5 GibWoundLimit = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Side Thruster Blast Ball 1 Count = 6 Spread = 3 MaxVelocity = 10 MinVelocity = 5 InheritsVel = 0
AddAmmo = MOSRotating InstanceName = Charge Mass = 5 LifeTime = 1500 Sharpness = 20 HitsMOs = 1 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = Flechette.rte/Images/Flechetteshell.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 GibImpulseLimit = 50 AddGib = Gib GibParticle = TDExplosive CopyOf = Charge Bomb Count = 1 Spread = 0 MaxVelocity = 0.1 MinVelocity = 0 InheritsVel = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Charge Cartridge Count = 1 Spread = 3 MaxVelocity = 5 MinVelocity = 2 InheritsVel = 0
Any reason that it should explode prematurely?
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Thu Jan 10, 2008 10:16 pm |
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TrouserDemon
Joined: Fri Dec 29, 2006 7:42 pm Posts: 1871 Location: UK
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Re: TDExplosive with Pinstrength viable?
I think I know.
You know how stuff emits even in the inventory now, and in dropships, and it builds up?
I reckon that the particle is emitted too early making it blow up prematurely.
Or it it's emitting, and gibbing, all inside the object it gibs from.
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Thu Jan 10, 2008 10:19 pm |
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