Multiple Chunks

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ryukaji
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Multiple Chunks

Post by ryukaji »

Ive been searching through odfs but i cant find anything about having multiple chunks in an explosion. (By multiple, I mean different msh's, not number of same chunk) Cause I have 3 different ones and I want them all used
Last edited by ryukaji on Sat Mar 07, 2009 11:31 pm, edited 1 time in total.
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Re: Multile Chunks

Post by Caleb1117 »

Yes.
Look at the cis_inf_defualt.odf.


CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1" (name of chunk msh)
ChunkNodeName = "bone_neck" (no idea, maybe where the chunk originates?)
ChunkTerrainCollisions = "4" (How many times it will bounce?)
ChunkTerrainEffect = "dirtspray" (Effect for ground impact)
ChunkTrailEffect = "com_sfx_chunksmolder" (Trail effect)
ChunkPhysics = "FULL" (no idea, obviously to do with physics of the chunk)
ChunkOmega = "4.0 4.0 4.0" (no clue)
ChunkSpeed = 8.0 (speed that the chunk explodes outward)


This can then be followed by more chunk sections, named successively.
Ie
CHUNKSECTION = "CHUNK1"
CHUNKSECTION = "CHUNK2"
CHUNKSECTION = "CHUNK3"
CHUNKSECTION = "CHUNK4"
Hidden/Spoiler:
CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "bdroid_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "bdroid_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "bdroid_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "bdroid_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0
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Re: Multile Chunks

Post by ryukaji »

Oh ok it was in the droids odf, I was looking in props... This works for props too right
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Re: Multiple Chunks

Post by computergeek »

It should. Look in the minirepassault.odf for multiple prop chunks
It's the odf for the Acclamator assault ship, and is found in the space assets (the space template folder)
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Re: Multile Chunks

Post by DarthD.U.C.K. »

Caleb1117 wrote: ChunkNodeName = "bone_neck" (no idea, maybe where the chunk originates?)
right, this is where dummyroot of the chunk/the chunk will originate

EDIT:
here are some more lines that define chunks:

Code: Select all

ChunkOmega = "4.0 4.0 4.0" (no clue)
this defines in which direction the chunk will fly

Code: Select all

ChunkVelocityFactor 		= "0.15"
this defines how much the chunk will spin

Code: Select all

ChunkBounciness 			= 0.45
ChunkStickiness 			= 0.25
pretty selfexplaining

Code: Select all

ChunkTerrainEffect 			= "com_sfx_explosion_lg"
effect thats played when the chunk hits the terrain

Code: Select all

ChunkSmokeEffect 			= "com_sfx_smokeplume"
ChunkSmokeNodeName 			= "hp_smoke1"
defines additional smoke on the chunk and where its attached to

Code: Select all

ChunkGravity 				= "0.0 0.0 0.0"
i dont know, but it could define if the chunks falls "down" in a certain direction
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