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 impact explosions? 
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Joined: Wed Jun 13, 2007 5:31 am
Posts: 7
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Post impact explosions?
how do you make things explode on impact?! specifically the build 16 flak cannon rounds.


Sat Aug 04, 2007 4:28 am
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Joined: Fri Apr 27, 2007 4:55 pm
Posts: 1178
Location: America!
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Post Re: impact explosions?
Code:
   GibImpulseLimit = 10

Or some such.


Sat Aug 04, 2007 4:30 am
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Joined: Wed Jun 13, 2007 5:31 am
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Post 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..


Sat Aug 04, 2007 4:41 am
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Joined: Fri Apr 27, 2007 4:55 pm
Posts: 1178
Location: America!
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Post Re: impact explosions?
Add it to the very bottom of the TDExplosive.


Sat Aug 04, 2007 5:00 am
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Joined: Wed Jun 13, 2007 5:31 am
Posts: 7
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Post Re: impact explosions?
Thanks.


Sat Aug 04, 2007 5:24 am
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REAL AMERICAN HERO
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Joined: Sat Jan 27, 2007 10:25 pm
Posts: 5655
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Post 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.


Sat Aug 04, 2007 6:41 am
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Joined: Mon Nov 06, 2006 10:56 am
Posts: 56
Location: My command bunker
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Post 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.


Sat Aug 04, 2007 9:47 am
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Joined: Mon Dec 04, 2006 3:34 am
Posts: 2378
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Post Re: impact explosions?
Go oldoldschool and use an emitter. It's not THAT laggy, I swear.


Sat Aug 04, 2007 9:55 am
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Joined: Wed Jun 13, 2007 5:31 am
Posts: 7
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Post 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.


Sat Aug 04, 2007 6:22 pm
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Joined: Mon Dec 04, 2006 3:34 am
Posts: 2378
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Post Re: impact explosions?
Protip : Use a positive trigger delay.


Sat Aug 04, 2007 8:50 pm
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Joined: Fri Feb 16, 2007 7:45 am
Posts: 64
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Post Re: impact explosions?
Alenth Eneil wrote:
Protip : Use a positive trigger delay.

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


Sun Aug 05, 2007 5:18 am
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Joined: Wed Jun 13, 2007 5:31 am
Posts: 7
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Post Re: impact explosions?
i did use a positive trigger delay


Sun Aug 05, 2007 6:52 am
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Joined: Sun Jun 24, 2007 6:13 am
Posts: 505
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Post Re: impact explosions?
Courtesy of master Iwillcontrolyou, a template.


Attachments:
Impact Grenade Template.rte.rar [25.2 KiB]
Downloaded 230 times
Mon Aug 06, 2007 6:26 am
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Joined: Wed Jun 13, 2007 5:31 am
Posts: 7
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Post Re: impact explosions?
thank you sooo much man


Mon Aug 06, 2007 7:05 pm
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