Page 1 of 1
makeing a viper probe droid explode
Posted: Thu Jul 31, 2008 10:57 am
by Bantha55
heyhey!
I added a viper probe droid to my hoth map. I wanted it to explode when it dies so i tried those:
Code: Select all
ExplosionName = "imp_droid_probe_exp"
ExplosionDestruct = "imp_droid_probe_exp"
(imp_droid_probe_exp exists)
but it doesn´t do it. so i looked in the droids odf but i found nothing special except of the thing that they have chunks. I gave the probedroid some numchunks but it still doesn´t explodes. Does anybody know how i could make it explode?
Re: makeing a viper probe droid explode
Posted: Thu Jul 31, 2008 11:46 am
by Teancum
What does it do, just disappear? More information would be really helpful.
Re: makeing a viper probe droid explode
Posted: Thu Jul 31, 2008 1:24 pm
by Maveritchell
To make a unit explode, not only does it need an ExplosionName set (ExplosionDestruct is unnecessary, since units don't self-destruct like vehicles can), but it also needs chunksections. Numchunks (?) sounds like you put in the basic chunks you might add to a prop - for a unit you need chunksections set up:
Code: Select all
ChunkFrequency = 0.6
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0
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
That's some of what you'll see in the cis_inf_default .odf; what I've always done if I want to assign an explosion to a unit is just give it invisible chunks and then the explosionname.
Re: makeing a viper probe droid explode
Posted: Fri Aug 01, 2008 5:26 am
by Bantha55
Teancum wrote:What does it do, just disappear? More information would be really helpful.
It just stays in the map and after a time it disappears.
Maveritchell wrote:To make a unit explode, not only does it need an ExplosionName set (ExplosionDestruct is unnecessary, since units don't self-destruct like vehicles can), but it also needs chunksections. Numchunks (?) sounds like you put in the basic chunks you might add to a prop - for a unit you need chunksections set up:
Code: Select all
ChunkFrequency = 0.6
CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "bdroid_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0
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
That's some of what you'll see in the cis_inf_default .odf; what I've always done if I want to assign an explosion to a unit is just give it invisible chunks and then the explosionname.
How shall i make them invisible? Shall i remove the geometry name? Or did you make some invisble chunk models with xsi?
Re: makeing a viper probe droid explode
Posted: Fri Aug 01, 2008 7:57 am
by Maveritchell
I've got some invisible chunks - I just added an alpha texture to the grenade model and scaled it way down.
Re: makeing a viper probe droid explode
Posted: Sat Aug 02, 2008 6:36 am
by Bantha55
thanks it works fine!
Re: makeing a viper probe droid explode
Posted: Sun Aug 03, 2008 8:01 am
by DarthD.U.C.K.
i released chunks for the probedroid!
and i would be glad if someone would use em
clik me!