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 Oil Faction - .rte exploded. 
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Joined: Fri Dec 22, 2006 4:20 am
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Post Re: Oil Faction - The explosive faction. (WIP)
I solved the problem of crushing them making them explode into a fireball.

You just make the body gib into less explosives.
The body is the part that gets crushed, so yeah.


Sat Feb 28, 2009 6:01 am
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Post Re: Oil Faction - The explosive faction. (WIP)
I have just discovered something irritating.

M*V = F for gib impulse is true BUT
Velocity is effected by Rotational velocity, and ATOMGROUPS play into it.

(Mass*Velocity)/(Atomgroup resolution * Pixels)

My first experiment was a 1 Pixel MOSR and had a resolution of 1.
My 2nd was a 3X3 Pixel Block, with a resolution of 1.


Its done this way because, Mass*velocity(including rotation) = Total force, Total force / Area of impact = force to calculate gib impulse.

This means the larger the object, and the higher resolution, the harder it is to cause its gib impulse. It also means it is more likely to gib when hitting 1 pixel alone than any large number of pixels.... Its quite screwy.



When I made my new one, at 3X3, and Res 1, Mass = 200, Velocity = 130, I had to keep droping the gib impulse. 1000 didn't work. I had to drop it to 500 to get it to gib on impact with a door, which was my goal. the upside is, if you get the hit just right, you can launch things across the map. I shot a gargaunt in the head, and it went +1000 Pixels in 4 frames. (1 FPS at 0.14 timescale to many gibs.) my bullet didn't gib on the gargaunt because of how it was hit, but the gargaunt went flying, hit a wall, and gibbed there.










IN SHORT

Gib impulse = mass*velocty/Area*resolution, which means the size of the MOSR also plays into the formula. and because area and resolution are so hard to compensate for, the bigger the object, the more guessing, and angle of impact, and rotation matter. This means you can make an actor that, If it falls, it will never gib because it has a big flat ass, BUT if you jump/fly, crouch, and try to crawl in mid air to do a bellyflop you could do belly-flop bombs by making there stomach having a line stick out... but that would just look obscene.


Sat Feb 28, 2009 1:36 pm
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Post Re: Oil Faction - The explosive faction. (WIP)
Yeesh. Seems very... complicated.

You have your hands full, Miles.

I set the GIL to about 3500 instead of 2900.


Sat Feb 28, 2009 8:08 pm
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Post Re: Oil Faction - The explosive faction. (WIP)
crazyMLC wrote:
Yeesh. Seems very... complicated.

You have your hands full, Miles.

I set the GIL to about 3500 instead of 2900.


Its only complicated when you work with big things.


Sun Mar 01, 2009 5:32 pm
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Post Re: Oil Faction - The explosive faction. (WIP)
I'm kicking back into gear, and I'll try to add in some lua to make it more interesting.
Expect an update in bit.


Sat May 16, 2009 4:14 am
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Post Re: Oil Faction - The explosive faction. (WIP)
An idea for a grenade would be one that explodes into a heavy oil that can stop or crush and enemy. Unfortuantly I have no clue how to do this......YET!


Sat Jul 04, 2009 6:56 am
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Post Re: Oil Faction - The explosive faction. (WIP)
My rte corrupted, making this die forever.
Unless I wanted to redo every single txt file.

I don't think so.


Sat Jul 04, 2009 7:00 am
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Post Re: Oil Faction - .rte exploded.
Someone probably has a backup. I think I have the second last version, I'll upload if nobody has the latest.


Sat Jul 04, 2009 7:07 am
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Post Re: Oil Faction - .rte exploded.
Locked by request.


Sat Jul 04, 2009 7:13 am
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