Page 1 of 1
Multiple Chunks
Posted: Sat Mar 07, 2009 10:43 pm
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
Re: Multile Chunks
Posted: Sat Mar 07, 2009 10:57 pm
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"
Re: Multile Chunks
Posted: Sat Mar 07, 2009 11:29 pm
by ryukaji
Oh ok it was in the droids odf, I was looking in props... This works for props too right
Re: Multiple Chunks
Posted: Sun Mar 08, 2009 1:13 am
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)
Re: Multile Chunks
Posted: Sun Mar 08, 2009 11:22 am
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
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
i dont know, but it could define if the chunks falls "down" in a certain direction