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TDExplosive with Pinstrength viable?
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Author:  Fat Zombie [ Thu Jan 10, 2008 9:32 pm ]
Post subject:  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!

Author:  rebirth12345 [ Thu Jan 10, 2008 9:34 pm ]
Post subject:  Re: TDExplosive with Pinstrength viable?

hm.......
not really here to help, but
What might that bomb do?

Author:  Fat Zombie [ Thu Jan 10, 2008 9:39 pm ]
Post subject:  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.

Author:  TrouserDemon [ Thu Jan 10, 2008 9:40 pm ]
Post subject:  Re: TDExplosive with Pinstrength viable?

Sticky C4 kind of thing?

Author:  rebirth12345 [ Thu Jan 10, 2008 9:43 pm ]
Post subject:  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

Author:  Fat Zombie [ Thu Jan 10, 2008 9:46 pm ]
Post subject:  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.

Author:  TrouserDemon [ Thu Jan 10, 2008 9:49 pm ]
Post subject:  Re: TDExplosive with Pinstrength viable?

Gibbed TDExplosive's don't detonate.

Author:  rebirth12345 [ Thu Jan 10, 2008 9:50 pm ]
Post subject:  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

Author:  TrouserDemon [ Thu Jan 10, 2008 9:52 pm ]
Post subject:  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.

Author:  Shook [ Thu Jan 10, 2008 9:53 pm ]
Post subject:  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:

Author:  Fat Zombie [ Thu Jan 10, 2008 9:57 pm ]
Post subject:  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?

Author:  Shook [ Thu Jan 10, 2008 10:03 pm ]
Post subject:  Re: TDExplosive with Pinstrength viable?

Yesh, and remember the GibWoundLimit... And for gods sake,
remember to define the gibs ;)

Author:  Fat Zombie [ Thu Jan 10, 2008 10:10 pm ]
Post subject:  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".

Author:  Fat Zombie [ Thu Jan 10, 2008 10:16 pm ]
Post subject:  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?

Author:  TrouserDemon [ Thu Jan 10, 2008 10:19 pm ]
Post subject:  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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