Scripts / Explode damage

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GubbyBlips
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Posted: 9th Mar 2019 05:06
This may be possible, I just need help finding it.
Change the strength of the "Explodable" explosion--
how much it effects or blows things away? I see that there
is a Explode Damage, but it doesn't seem to change the
amount of force applied to surrounding objects.
I put it at '5' and it seemed pretty much the same, in fact
effecting nearby (or far) barrels exploded very easily still.
Possible? Thanks.
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GraPhiX
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Posted: 9th Mar 2019 09:37
are you asking about the stock explosion? or the custom one I did ?
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GubbyBlips
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Posted: 9th Mar 2019 18:27
Either one I guess. How do you access yours?
If it's possible to minimize damage to other entities (not just player)
that would be nice.
I want to blow up barrels that are close together, but not have all the
barrels explode at once.... Also if I could eliminate barrels, boxes, etc
with a wielded item? and without an explosion force-- also a separate goal!

Thanks GraPhiX!
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GraPhiX
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Posted: 9th Mar 2019 20:04
for the custom explosions I have created a little tutorial well a 20 min video lol the settings can be changed have a look at this see if it helps https://forum.game-guru.com/thread/220566#msg2612506
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synchromesh
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Posted: 9th Mar 2019 20:33
I think explode damage in properties only effects the player ?
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Belidos
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Posted: 9th Mar 2019 20:48
I assume you want to blow something up but dont want it to kill everything around it in one shot?

Thats easy, you increase the strength of the objects around it so they're higher than the damage it does.

Again with the knock back effect to reduce how much it effects other items, you change the physics settings (i forget which theres two or three) on the other objects.

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AmenMoses
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Posted: 9th Mar 2019 20:49
The 'force bubble' applied to physical objects by the stock explosion is hard coded, the 'damage' value is how much health damage inflicted by the blast.

Using GraPhiX custom explosions with my script the force and damage are determined by variables you can set in the script itself.
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GubbyBlips
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Posted: 10th Mar 2019 04:16
Nice. Thanks for the info guys. I'll delve into it!
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3com
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Posted: 10th Mar 2019 06:19
Replace graphix_explosion.lua file by this one and try.

it works for me.



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Pirate Myke
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Posted: 10th Mar 2019 06:42 Edited at: 10th Mar 2019 06:44
Glad you got it working.

What is the animation speed set at in the properties of the exploding barrels? Seems they should be twice as fast at least for the force being used.
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3com
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Posted: 10th Mar 2019 06:51
In the vid I'm using graphix_explosion.lua file a bit modified, but since you has not those barrels yet, I've decided to post original one (also a bit modified) to work with GG stock barreks.
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GubbyBlips
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Posted: 11th Mar 2019 23:15
Cool. How did you do that 3com?!
You have the barrels? How bout crates, windows, walls?
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Pirate Myke
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Posted: 12th Mar 2019 02:27
The models are made and animated in a model program to do that.
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bluemeenie195
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Posted: 14th Mar 2019 17:48
Hi guys,
Is there a way to use force setting on NPC's to move them or kill them right now with the Amen Moses/ Graphix explosion script ?
I can't get them to move or die even with an explosion right next to them.
Thanks
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synchromesh
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Posted: 14th Mar 2019 17:53
You need to watch his video tutorial on how to set NPC damage

https://forum.game-guru.com/thread/220566
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bluemeenie195
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Posted: 14th Mar 2019 19:27
Thank you. I will
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3com
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Posted: 14th Mar 2019 19:39
@ GubbyBlips
I did with 3ds max.
And yes, I've the barrels and you'll have them too, as soon as Lee release them.

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GubbyBlips
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Posted: 8th May 2019 23:00 Edited at: 9th May 2019 00:06
That's great. I'm finally getting around to trying this,
and will let you know how it goes. Cool stuff.

BTW, I didn't find out where to get the original script by
AmenMoses/ GraPhiX, will try the one 3com put there.

So far, no explosion. I'm looking into it...
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GubbyBlips
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Posted: 9th May 2019 00:44
Here's where I'm at. I figured I had to set health
from 1000 down to 100 or even 20 or so-- for the
sake of testing! Then, after lowering the user modified
values, from stock down to 15 each, down to 4 each,
down to 1 each, and even still without results tweaking
the line of code for force = 22*22 instead of 100*100,
I'm still getting the same explosion as stock explosion.

Crates fly right out of sight. Probably 100-200 meters.
(The pro explosives expert- at- large NPC told me so!)

Therefore, I slapped myself, and said-- probably you
must turn the object to explodeable = "No". Did that,
hoping custom explosion takes over, but now there is
no explosion.

Stumped...
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GubbyBlips
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Posted: 9th May 2019 02:31
So I seem to not have a graphix folder in my explosions
folder. Maybe that's the problem. Does anyone know
where to get those? I only have 5 explosion, there. No
implosions. Well maybe we could work on that!

So I changed inside the script where it points to the
directory path, to coincide with what's in my effectsbank.

Still, nothing is creating custom explosions. Now the
barrel just disappears.
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GraPhiX
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Posted: 9th May 2019 07:55 Edited at: 9th May 2019 08:43
Hi if you don't have my folder in your effectbank you are not on the latest release version, I am pretty certain it was added to the latest public release, verify your files in your steam account.

I put a video together here https://forum.game-guru.com/thread/220232?page=2#msg2609802 outline all the steps to get custom explosions working including NPC damage, please watch all the way through there are a lot of settings that can and cannot be changed, also make sure you are setting the entities you want effected/blown-up as dynamic.
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synchromesh
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Posted: 9th May 2019 16:15
The folder is in the beta and I assumed the PP as well ?
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perelect
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Posted: 9th May 2019 21:37
Thanks Graphix
It looks great

The folder is in the beta release i use as well.

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GubbyBlips
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Posted: 9th May 2019 22:55
Is there a number for that beta release? I trying the steam validation,
and it still doesn't look like any files have changed. Maybe I need more
info on how steam works. Now it says all files validated. But still no new
explosion folder. Brand new level made, everything set up but still the
only thing happening is barrel disappears.

BTW if a person doesn't have the latest GG release, can't they still get
the image files and use the new lua explosion script?

Basically all I really need is to be able to modify the force of the explosion.
But additional explosion effects would still be awesome!
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synchromesh
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Posted: 10th May 2019 00:53
What version of GG are you using ?
Beta , Retail or Public Preview ?
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GubbyBlips
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Posted: 10th May 2019 18:31
?? I don't know. Looks like November.
I'll try the beta and hope it doesn't crash.
I've been trying to complete a project--
well a few of them. Why can't more official
updates come out more often?
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synchromesh
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Posted: 10th May 2019 18:53
Ye they wont be in November …
Try the Public Preview that should have them but backup first to be sure
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GubbyBlips
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Posted: 10th May 2019 19:47
So I uploaded the latest Steam beta version. Almost there!
Now I got the visual effects and the push on PLAYER working.
But no push on ENTITIES!
My settings are area=444, damage, player and entity push all 100

Dynamic crates all around the barrel.
BTW this script that I have, did I mention? It's the one that
3com kindly "lent" to me, in this thread above, I don't have one
downloaded from the Steam update. (At least windows says it's not
newer than a few days ago)... I'm wondering if there is something
wrong with this particular script;

Hi 3com. Can you help me?! lol
3com says; "Replace graphix_explosion.lua file by this one and try.
it works for me. In the vid I'm using graphix_explosion.lua file a bit modified"
Any place to get the original? Thanks.
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GubbyBlips
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Posted: 10th May 2019 19:54
I found this suspicious part in the script, and I'll
post it exactly as I found it, it's not MY modified part, the "modified by me"
line was already in there. So it looks suspicious! haha
(don't know what it SHOULD be)...

313 -- modified by me
314
315 if U.PlayerLookingAt( EntID, dist, ignore ) then
316 for _, v in pairs( U.ClosestEntities( blastRadius, 100, Ent.x, Ent.z) ) do
317 if v == EntID then
318 processExplosion( v, Ent.x, Ent.y, Ent.z, emitter.imploder )
319 end
320 end
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GraPhiX
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Posted: 10th May 2019 19:54
if you move the 'graphix_explosion.lua' out of scriptbank and then do a verify it will pull down the original.

I have not posted the libraries or the DDS files on the forums I instead opted to have them as part of the GameGuru package so Lee integrated them for me.
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AmenMoses
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Posted: 10th May 2019 20:19
The original code in that part of the script:

... and by original I mean as it was when I sent it to GraPhiX.



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GubbyBlips
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Posted: 11th May 2019 01:20
Thanks guys, much appreciation. I know I can
be bothersome to ya'all.
I'll post a video some day of some stuff
to show my appreciation. Well-- I gotta
find a screen capture program first! hehe
not that I've done that yet before. But now
on to rigging some explosion effects!

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GubbyBlips
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Posted: 11th May 2019 04:48
Okay, if anyone has even a shred of patience left for me
after all that... lol ---- wowser!
It's working, except...


Can anyone verify that the surrounding entities are damaged?
What do I need to do to have a barrel explode that is next
to the graphix.explosion barrel? Mine aren't exploding. (ones next to 1st one-- 1st one explodes fine.)
Neither are stock barrels and the settings are;

local blastRadius = 300
local maxDamage = 120
local maxPlayerPush = 10
local maxEntityPush = 1 (this is for the first barrel that adds spawning script.)
local triggerHealth = 1
a second barrel is rigged next to 1st to explode with a soft force (maybe 20-30)
as the "loot" is spawned above it-- via 1st barrel.

All this just for testing...
barrels are standard 25 health
I promise, it'll be worth it if we can make it work.

https://www.youtube.com/watch?v=GuTd5F-o2Qw

What I am trying to do is have "loot" ya-know like Fortnite's
popping open Lama appear above the barrel (could be any object.)
Use spawn, soft- explode barrel, loot is scattered in close proximity.

To reiterate I have tried one barrel only (no go), now I'm trying two
barrels, all the effects are working great, pushing is working, particles are working,
just looks like no damage to nearby entities, to scatter "loot".

I've been on this all day- blahh! I gotta work this weekend- blaawhh!
Thanks.
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AmenMoses
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Posted: 11th May 2019 12:21
Put triggerHealth back to 1000, what is probably happening is the entity health is dropping to 0 which then means the script no longer gets called, it's something Lee changed when he added the strange pre-exit stuff when no one really understands.

Might be simpler if you attach the script here ao I can see what else is broken!
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GubbyBlips
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Posted: 12th May 2019 21:44
I feel like I've maybe overused my subscription to these forums...
hah but anyhow, I'm still trying.

..... there's really nothing wrong with the script-- with standard use.
I put everything stock with 30 barrels grouped down, all barrels using
stock graphix.explosion-- newly uploaded from Steam, new map
the Uzi with 220 rounds on the map! ((No fooling around! hehe))
All barrels - kaboom, instantly-- from just ONE barrel going off.


It might be something else. When I put spawn instructions in the
stock script, @line 297, that one particular barrel behaved irrationally,
I just couldn't figure it out. Anyhoo.... maybe more investigation
further as time allows.
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AmenMoses
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Posted: 12th May 2019 22:39
I can't tell why it isn't working for you unless you post the script!

Did you replace the code as I suggested above?

Did you put the triggerHealth back to 1000?
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GubbyBlips
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Posted: 12th May 2019 23:32
Make that line 306+
I might know what it is... but here's all that added-- that's it.
#################################

303 if emitter.timer == nil then
304 ParticlesSetLife( emitter.blowup, 10, 2000, 2000, 1, 0 )
305 emitter.timer = g_Time + 100
306
307 Spawn(e+1)
308 Spawn(e+2)
309 Spawn(e+3)
310 Spawn(e+4)
311 Spawn(e+5)
312 Spawn(e+6)
313
314 --- 1.5 second delay to allow particle to fire
315 StartTimer( e )
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AmenMoses
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Posted: 13th May 2019 01:50
What exactly are entities e+1, e+2 etc?
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AmenMoses
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Posted: 13th May 2019 01:57
btw, why won't you just post the script? I wrote the darn thing after all it's not like you're giving away state secrets.
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GubbyBlips
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Posted: 13th May 2019 02:21
Yeah, I know. It's all stock- exactly as released, except for what
I shown above. Let me find out how to insert a script
properly here. I seen it once, but can't remember. Need a little
info button on the side of the page... ol man brain of mine.

Anyhow, I can just paste it here, but numbers won't show up...

Before I try that, let me see if this attach a file will work.

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GubbyBlips
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Posted: 13th May 2019 02:29
I put a few different test subjects as entities.
I don't think it matters, but I've used baskets, fire extinguishers,
this is simply just for testing, small things set just a few feet above
the barrel, just to see if it will work -- meaning have a controlled
"toss- up" of the items. Obviously dynamic. And yes- the spawn
part works, they are spawned, but not effected, and anything
else (near barrel #1) already on the map becomes unresponsive--
I set a 2nd barrel next to the first, and it just rolls away instead of exploding.
Remember -- ONLY when I insert the spawn call, but without that,
everything is fine.
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AmenMoses
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Posted: 13th May 2019 21:28
Been there, done that, got all the T-Shirts!

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AmenMoses
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Posted: 13th May 2019 21:39
So to explain why it wasn't working:

The Spawn command needs time to take effect, it takes one frame to initialise the physics and set the global variables for a spawned entity.

So the fix is simply to wait after spawning before processing the explosion.
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GubbyBlips
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Posted: 13th May 2019 23:25
RADICAL! That's great- much appreciated.
Anyone can follow this thread for max fun! haha
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