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Bunker buster https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=5324 |
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Author: | Senshi [ Sun Oct 18, 2009 9:59 am ] |
Post subject: | Bunker buster |
Hi, have a question again How can I define a projectile so it can pass solid walls and only explodes on ground impact? It would be even cooler if it could only pass one wall and would explode when hitting the second but I doubt that's possible...I want to simulate a bunker buster weapon which can be launched on units in fortifications, thus I need it to ignore the building armor...it would be a plane weapon so most attacks would be from the top. Ideas? |
Author: | [TKO]Twist [ Sun Oct 18, 2009 10:19 am ] |
Post subject: | Re: Bunker buster |
Uhm, the only thing I can think of is a wide blast radius. |
Author: | fo0k [ Sun Oct 18, 2009 12:00 pm ] |
Post subject: | Re: Bunker buster |
a projectile that had its actual collision mesh offset behind it.. maybe by 6-10 feet.. so when it actually impacts the explosion and damage happens 6-10 feet in front of it..? |
Author: | mrhowdoimod [ Sun Oct 18, 2009 10:45 pm ] |
Post subject: | Re: Bunker buster |
Author: | Senshi [ Sun Oct 18, 2009 10:55 pm ] |
Post subject: | Re: Bunker buster |
Sounds good, didn't occur to me (yet ). Will give it a try, thanks! |
Author: | fo0k [ Tue Oct 20, 2009 3:14 pm ] |
Post subject: | Re: Bunker buster |
be nice to get a small effect from the collision on the wall outside to appear to have bust through it before exploding inside.. |
Author: | Senshi [ Tue Oct 20, 2009 7:20 pm ] |
Post subject: | Re: Bunker buster |
That should be possible. As one only would move the collision mesh backwards, you could safely spawn impact effects with an offset too and they would appear "right". Will give it a shot, but don't have the time atm to test all this, sorry. |
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