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EXPLODE_ON_HIT

Posted: 20 Dec 2009, 16:56
by Argh
...uh, is it just me, or does that not actually work?

If not, could somebody please fix that? It makes big things that fall behave like rubber balls. If it's supposed to work, then how can I make big Pieces die when they hit the ground or Units, 100%?

Sorry to cry about that at this late date, but meh, I just got to see what happens with huge multistory buildings collapse using the projectile stuff, and it's great until they start interacting with the ground. I've literally seen them sit there bouncing for several seconds, long after the dust has settled... kinda screws up the effect :P

Re: EXPLODE_ON_HIT

Posted: 20 Dec 2009, 17:30
by KDR_11k
It makes the debries deal 20 damage to every unit they hit.

Re: EXPLODE_ON_HIT

Posted: 20 Dec 2009, 17:31
by Argh
That's all it does? It's supposed to remove the projectile when it hits. At least, IIRC, that's what it did in OTA. Well, that, and show a GAF (which is a problem that I don't have with this, since I can override that).

Re: EXPLODE_ON_HIT

Posted: 21 Dec 2009, 02:04
by FLOZi
Indeed. It'd be nice to control whether or not it dies and how much damage it does. Not a trivial change, however.

Re: EXPLODE_ON_HIT

Posted: 21 Dec 2009, 18:42
by Argh
That sucks. I was hoping it would be low-hanging fruit. We can't just kill the projectile when it detects a collision, I take it?

Re: EXPLODE_ON_HIT

Posted: 21 Dec 2009, 18:45
by jK
you can with lua but that's slow

Re: EXPLODE_ON_HIT

Posted: 21 Dec 2009, 19:06
by Argh
I don't care if it's slow, this is something that happens only once in a blue moon, gamecode-wise. How do I detect the collision? How do I destroy a Piece projectile?

Oh, wait... you're probably going to tell me I need to put it in a list and track it every gameframe vs. the ground. Yeah, that would get slow. Too slow, unfortunately.

Do Piece projectiles return a valid weaponID if they trigger an explosion? That might be a way around this...