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A question about destructable objects...

Posted: Thu Aug 10, 2006 1:37 pm
by Rekubot
I know it's possible to make every object destruct, but is it possible to make every object destruct with an explosion? I've been using other ODFs to make myg1_bldg_med_spiral destructable, but every time it's health reaches zero it just - disappears. Any suggestions? Here's my myg1_bldg_med_spiral ODF's.

myg1_bldg_med_spiral looks like this:

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[GameObjectClass]       

ClassLabel      =   "destructablebuilding"
GeometryName    =   "myg1_bldg_med_spiral.msh"


[Properties]        
GeometryName    =   "myg1_bldg_med_spiral"
DestroyedGeometryName  = "myg1_bldg_med_spiral_ruin"
ExplosionName = "myg1_bldg_med_spiral_exp"
MaxHealth  = "7000"

SoundProperty = "electric_hum"

FoleyFXGroup    = "metal_foley"
SoundProperty = "neon_buzz_low"
myg1_bldg_med_spiral_ruin looks like this:

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[GameObjectClass]       

ClassLabel      =   "prop"
GeometryName    =   "myg1_bldg_med_spiral_ruin.msh"


[Properties]        

GeometryName    =   "myg1_bldg_med_spiral_ruin"


FoleyFXGroup    = "metal_foley"

And myg1_bldg_med_spiral_exp looks like this:

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[ExplosionClass]      
ClassLabel      =   "explosion"

[Properties]        
LifeSpan = "0.2"
Damage = "400.0"
DamageRadius = "1000.0"
Shake = "10.0"
ShakeRadius = "80.0"
Effect = "com_sfx_explosion_lg"
ArmorScale = "5.0"
HealthScale = "1.0"
ShieldScale = "5.0"

NumChunks = "5"
ChunkGeometryName = "com_smallchunk1"
ChunkTerrainCollisions = "10"
ChunkTrailEffect = "com_sfx_chunktrail_xs"
ChunkPhysics = "FULL"
ChunkOmega = "5.0 4.0 5.0"
ChunkSpeed = "5.0 10.0"
ChunkStartDistance = "1.0"
SoundProperty = "com_weap_obj_small_exp defer"
Any ideas on what I've done wrong? Thanks in advance.

RE: A question about destructable objects...

Posted: Thu Aug 10, 2006 1:43 pm
by xwingguy
why did you make the object an animatedbuilding?

Change it to destructablebuilding

RE: A question about destructable objects...

Posted: Thu Aug 10, 2006 2:04 pm
by Rekubot
I did that as soon as I posted the topic :P. Still makes no difference.

RE: A question about destructable objects...

Posted: Thu Aug 10, 2006 2:09 pm
by xwingguy
also the odf of the destroyed geometry has no relevance.

DestroyedGeometryName simply refers to a msh.

Posted: Thu Aug 10, 2006 2:10 pm
by -_-
effects need a hp to display the effect.

Posted: Thu Aug 10, 2006 2:13 pm
by xwingguy
explosions upon death of an object don't need a hard point

Posted: Thu Aug 10, 2006 2:17 pm
by Rekubot
Surely it would just explode where the .MSH was?

Posted: Thu Aug 10, 2006 2:37 pm
by -_-
I've tried it xwingguy :|

the location of the hp is the "origin" of the effect.

Posted: Thu Aug 10, 2006 2:45 pm
by xwingguy
I'm looking at the rebel engines and I don't see any hp that is connected with the ExplosionName.

all_cap_rebelcruiser_destruct6

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[GameObjectClass]       

// was destructablebuilding.  needs to be armed in order to regen health/shields.
ClassLabel      =   "armedbuilding"
GeometryName    =   "all_cap_rebelcruiser_destruct6.msh"


[Properties]        

GeometryName    =   "all_cap_rebelcruiser_destruct6"
MaxHealth           = "10000.0"
RespawnTime				= "999999"
ExplosionName           = "spa_prop_engine_descruct_exp"
DestroyedGeometryName       = "all_cap_rebelcruiser_damaged6"

DamageStartPercent      = 95.0
DamageStopPercent           = 0.0
DamageEffect            = "com_sfx_vehiclespark"
DamageEffectScale           = 30.5
DamageInheritVelocity       = 0.0
DamageAttachPoint           = "hp_damage27"

DamageStartPercent      = 90.0
DamageStopPercent           = 0.0
DamageEffect            = "com_sfx_vehiclesmoke"
DamageEffectScale           = 30.5
DamageInheritVelocity       = 0.0
DamageAttachPoint           = "hp_damage26"

DamageStartPercent      = 70.0
DamageStopPercent           = 0.0
DamageEffect            = "spa1_sfx_shipflames_lg"
DamageEffectScale           = 10.5
DamageInheritVelocity       = 0.0
DamageAttachPoint           = "hp_damage28"

DamageStartPercent      = 40.0
DamageStopPercent           = 0.0
DamageEffect            = "spa1_sfx_shipflames_lg"
DamageEffectScale           = 12.5
DamageInheritVelocity       = 0.0
DamageAttachPoint           = "hp_damage29"

DamageStartPercent      = 10.0
DamageStopPercent           = 0.0
DamageEffect            = "spa1_sfx_shipflames_lg"
DamageEffectScale           = 8.5
DamageInheritVelocity       = 0.0
DamageAttachPoint           = "hp_damage30"

VehicleCollision    =   "CollisionMesh"
VehicleCollisionOnly    =   "p_vehicle"

FoleyFXGroup    = "metal_foley"
BuildingSound   = "sd_engine_amb"

spa_prop_engine_destruct_exp

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[ExplosionClass]
ClassLabel 			= "explosion"

[Properties]
LifeSpan 			= "0.2"
Damage 			= "800.0"
DamageRadiusInner 	= "500.0"
DamageRadiusOuter 	= "1000.0"


Shake 		  	= "0.2"
ShakeLength	  	= "1.0"
ShakeRadiusInner  	= "500.0"
ShakeRadiusOuter  	= "2000.0"
Effect			= "spa1_sfx_all_rebelcruiserengine_exp"

VehicleScale    = "0.5"
PersonScale     = "0.0"
DroidScale      = "0.0"
BuildingScale   = "1.0"

SoundProperty       = "com_weap_obj_large_exp"

Posted: Thu Aug 10, 2006 3:55 pm
by Rekubot
So is there any reason at all why the explosion just isn't happening?

Posted: Thu Aug 10, 2006 4:18 pm
by -_-
They dont NEED to be reference in an odf. It automaticlly finds one that's on the model :|

Posted: Thu Aug 10, 2006 4:22 pm
by Rekubot
Which basically means that I have to edit the MSH. Darn. Well, non-destructable it is then.