Product Chat / Explodable Entity

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Crankenstein
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Joined: 1st Dec 2015
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Posted: 28th Feb 2016 13:13
Hi ,
I've downloaded a few entities (Bridge's and a containership)Which I would like to set to explodable.
Have tried various settings strength etc but they will not explode even when RPG used.
Any help much appreciated.
Thanks Crankenstein
Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, California
Posted: 28th Feb 2016 14:49
This explode is a decal effect and will not automatically break up the object and explode as you would think.
Those kinds of assets would have to be modeled and animated to do a real explode.

I will check out the explode settings for a bug on how it works.
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Corno_1
GameGuru Tool Maker
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Posted: 28th Feb 2016 14:52
Is your entity green? So it is dynamic? If not look into properties and set static=no and Immmobile=yes
My dream is to develope games, which makes fun when I create it and fun when other people play it.
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Pirate Myke
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Posted: 28th Feb 2016 14:56
The problem maybe if the FPE file of that entity has the immobile=1 statement in it. Open the file change that to 0.
Save the file. Delete the .dbo file that goes with it.
Open the editor and reset the object. Then set immobile=1, and explodable=yes, and it should work for you now.

Slight bug when reading the FPE files with this statement and using explode with them.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

PartTimeCoder
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Posted: 28th Feb 2016 17:19
^^ That worked for me, was having issues with store items that were already meant to be explodable but refused to explode even after I threw a small army at it, so that meaty idea I had last night and binned can be thrown back on the BBQ .... thank you Myke
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rolfy
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Posted: 28th Feb 2016 17:28 Edited at: 28th Feb 2016 17:31
Quote: "Slight bug when reading the FPE files with this statement and using explode with them."
It's really not a bug as such, static entity's shouldn't explode at all and only recently did Lee fix it so dynamic entity's would take damage to reduce health and then limited only to 1 since immobile entity's shouldn't be destroyed completely. The destructible buildings and roads for example would not take damage to trigger the animations as mentioned above and this was a fix primarily for those since it required health below 5 to trigger in the script.

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