Product Chat / Explodable objects

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vrg
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Posted: 5th Jul 2015 21:58
Is it possible to make every object explodable? I tried to make several objects explodable but it did not work, they did not disappear in the environment. I changed the " \Boxes\Supply Drop Strapped " to dynamic and explodable, this object is working but the " \Modern Warfare\Titan Silo\Computer_1 " is not.
synchromesh
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Posted: 5th Jul 2015 22:13
Yes very easy ...... select your model ...press "y" to make sure its green (Dynamic ) and place it on the map ..
Select it with the mouse and select properties ..... select yes in the "explodable Field " and your ready to go ...

You can even make characters explode ..
Hope that helps
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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vrg
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Posted: 5th Jul 2015 22:45 Edited at: 5th Jul 2015 22:46
Strange the " Computer_1" will not work, I did the same with the " Metal Crate Large " and a nice massive explosion of all the crates Thanks for the reaction.
Corno_1
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Posted: 5th Jul 2015 23:06
did you set the strengh higher than 0. That is the damage you must make unitl it explodes.

Check this:
dynamic
strenght:25(or any value)
explodable: Yes

Hope this helps
My dream is to develope games, which makes fun when I create it and fun when other people play it.
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cybernescence
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Playing: Cogwheel Chronicles
Posted: 6th Jul 2015 01:38
Some entities will not register weapon hits (health) even with all of these actions - though they look like they should (being hit). I haven't figured out why yet. A work around is to make these a character and turn off blood effects.
perelect
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Posted: 6th Jul 2015 04:01 Edited at: 6th Jul 2015 23:03
Quote: "Strange the " Computer_1" will not work"


@vrg
I do not have this model/pack but it probably the same issue as other models I have had similar problems with.


Quote: "Some entities will not register weapon hits (health) even with all of these actions - though they look like they should (being hit). I haven't figured out why yet. A work around is to make these a character and turn off blood effects."


@cybernescence
I came across this as well with some media when I was making a shooting range, to test a few scripts that I am making.

I found that models that had isimmobile = 1 within the FPE do not register hits.

Remove this command from the FPE or change it to isimmobile = 0, and see if that helps.

It worked for me.

Note: Changing its value in the properties window will not make it register hits, it must be changed in the FPE, back to zero. Then restart GG.

You still need to make it dynamic, give it a strength value, and make it explodable. In the properties window.

Then it should register hits.

If you don't make it explodable and its health = 0 then you need a script to tell it to destroy itself. otherwise it will stay in the game. See snippet below for reference.

I may be old, but at least my memory still ....hmmm

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vrg
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Posted: 6th Jul 2015 11:17
Thanks everybody for advice , I am going to try to get the "computer-1" destroyed, following your advices, if it works I let you know.
vrg
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Posted: 6th Jul 2015 18:04 Edited at: 6th Jul 2015 21:21
I tried out on the 20 feet container, strange not only the dynamic but the static container explode also

Tested more objects , the server A&B from Henry Ham , Machine 3 from Cosmic Prophet, all settings are isimmobile=0, explodable=1, strength=20, static=1 (red).
All static objects were exploded. What I found out: change the objects to these settings, save your game, starting new game and load your saved game.
Now all object settings were set to the values you want and these object are working oke (exploding).

I hope it will work with different objects, strange the static - or dynamic setting has no influence on the exploded objects what I still expected

Thanks everybody for ideas and help.
cybernescence
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Playing: Cogwheel Chronicles
Posted: 7th Jul 2015 22:22
@ perelect

Thanks for the insight - I thought I had tried every combination possible. It didn't cross my mind that setting via the properties page would have a different effect to setting the same attribute via the fpe.

In this case the object was dynamic & animated (a metal duck on a shooting range that pops up - I was trying to use the health drop to score hits) so I needed to have isimmobile set.

Cheers.
perelect
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Posted: 7th Jul 2015 22:35 Edited at: 7th Jul 2015 23:09
@cybernescence

Quote: "In this case the object was dynamic & animated (a metal duck on a shooting range that pops up - I was trying to use the health drop to score hits) so I needed to have isimmobile set. "


Yes, I was doing the same for my shooting script. Ducks, cans, bottle etc..

But I still needed isimmobile set to yes so the objects didn't fall down/over in my map as well.

You can still do it in the properties windows and it works with the object staying still and still registering hits.

So in the objects FPE set isimmobile = 0.
Then in the objects property window set isimmobile to Yes.
Then it works...

Cheers
I may be old, but at least my memory still ....hmmm

Pavilion dv6 Notebook, Intel(R) Core(TM) i5-2410M CPU @ 2.30 GHz, Win 7 64 bit, 16 GB Ram, Radeon (TM) HD 6490M, 2336 MB Memory. Resolution 1366x768, Intel(R) HD Graphics 3000. (WEI 5.8) . AutoCAD, 3DsMax, Paint.Net,
cybernescence
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Playing: Cogwheel Chronicles
Posted: 8th Jul 2015 00:01
Exactly what I need to do - thanks for the help

Cheers.

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