Making a non CIS unit explode [Solved]

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kinetosimpetus
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Making a non CIS unit explode [Solved]

Post by kinetosimpetus »

Code: Select all


ExplosionName               = "light_death_exp"


ChunkFrequency              = 0.5

CHUNKSECTION                = "CHUNK1"
ChunkGeometryName           = "tjo_weap_saber_lancer"
ChunkNodeName               = "bone_r_hand"
ChunkTerrainCollisions      = "4"
ChunkTerrainEffect          = "dirtspray"
ChunkTrailEffect            = "dirtspray"
ChunkPhysics                = "FULL"
ChunkOmega                  = "4.0 4.0 4.0"
ChunkSpeed                  = 6.0
Adding this to any unit on any faction causes the map to crash before the load screen finishes. the explosion odf works fine, just this particular chunk section is invalid? i have no idea...

There is no munge error, and Bfront2.log has nothing useful to say.
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Zango
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Re: Making a non CIS unit explode.

Post by Zango »

You could just try changing the unit you want to explode's default odf's parent class to cis_inf_default, and copy/paste the cis_inf_default into your side's odf folder.

Edit: You could also try adding this to your unit's default odf, under properties:
Hidden/Spoiler:
[code]ExplosionName = "cis_inf_droid_exp"
HealthType = "droid"


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

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[/code]
kinetosimpetus
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Re: Making a non CIS unit explode.

Post by kinetosimpetus »

1st
cis_inf_default doesn't explode in my mod. :wink:

2nd
I don't want battledroid chunks. I want a single custom mesh chunk.

light_death_exp.odf works perfectly, so I wont use cis_inf_droid_exp.odf.

The unit needs to betargeted by poison, not EMP's, so I don't want droid health type.
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Re: Making a non CIS unit explode.

Post by FragMe! »

So you are saying if you comment out the chunk lines the map loads up fine?

Obvious question, sorry have to ask, the chunk msh is in the msh folder right?
It shouldn't matter but try renaming the tjo_weap_saber_lancer to tjo_weap_saber_lancer_chunk1 or something, or are you using the actual weapon msh as the chunk? If that is the case copy and rename it.
kinetosimpetus
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Re: Making a non CIS unit explode.

Post by kinetosimpetus »

yes, the map loads fine when the chunk section is commented, and the msh is also used as the player's weapon mesh, and it is in the folder.
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Re: Making a non CIS unit explode.

Post by FragMe! »

Try doing the copy and rename thing I suggested, game can be fussy sometimes.
kinetosimpetus
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Re: Making a non CIS unit explode.

Post by kinetosimpetus »

testing now.

EDIT: It works, thanks FragMe!
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