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meshcarver

Exploding then collapsing object?!

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Hi,

I've created an object, and it's taken a long time to get it so whenI shoot it, the bullets connect.

But, when I hit it quite a few times with a full mag, it seems to explode and then sinks into the ground "collapse" style..?!

I have no idea why it's doing this.

Here's the .bisurf:

Density = 2000;

rough = 0.100000;

dust = 0;

bulletPenetrability = 20;

soundEnviron = "concrete_ext";

isWater = "false";

friction = 0.900000;

restitution = 0;

impact = "Hit_Concrete";

soundHit = "concrete";

...and here's the RVMAT:

surfaceInfo = "MARC_oildrum\MARC_Concrete.bisurf"; //Definition od physical properties

ambient[]={1.000000,1.000000,1.000000,1.000000};

diffuse[]={1.000000,1.000000,1.000000,1.000000};

forcedDiffuse[]={0.000000,0.000000,0.000000,0.000000};

emmisive[]={0.000000,0.000000,0.000000,1.000000};

specular[]= {0.536604, 0.600000, 0.480000, 1.000000};

specularPower=850; /// Glossiness; 1 = high, 64 = middle, 1000 = none

PixelShaderID = "NormalMapDetailSpecularDIMap"; // The pixelshader

// The pixelshader tells what stages (modes) the face should use.

VertexShaderID = "NormalMap";

class Stage1 {

// The "NormalMap"

texture="MARC_oildrum\MARC_oildrum_NOHQ.paa";

uvSource="tex";

class uvTransform

{

aside[]={1.000000,0.000000,0.000000};

up[]={0.000000,1.000000,0.000000};

dir[]={0.000000,0.000000,0.000000};

pos[]={0.000000,0.000000,0.000000};

};

};

class Stage2 {

// The "Detail"

texture="MARC_oildrum\MARC_oildrum_DT.paa";

uvSource="tex";

class uvTransform

{

aside[]={1.000000,0.000000,0.000000};

up[]={0.000000,1.000000,0.000000};

dir[]={0.000000,0.000000,0.000000};

pos[]={0.000000,0.000000,0.000000};

};

};

class Stage3 {

// The "SpecularDIMap"

texture="MARC_oildrum\MARC_oildrum_SMDI.paa";

uvSource = "tex";

class uvTransform {

aside[] = {1.000000, 0.000000, 0.000000};

up[] = {0.000000, 1.000000, 0.000000};

dir[] = {0.000000, 0.000000, 0.000000};

pos[] = {0.000000, 0.000000, 0.000000};

};

};

...here's the CFG.CPP:

class cfgPatches

{

class MARC_oildrum

{

units[]={MARC_oildrum};

weapons[]={};

requiredVersion=1.5;

requiredAddons[]={CaBuildings}; // to use bis stuff

};

};

class CfgVehicles

{

class House; // from bis

class MARC_oildrum:House

{

displayname="MARC_oildrum";

scope=2; // see it in the editor

vehicleClass=MARC_oildrum;

model=MARC_oildrum\MARC_oildrum.p3d;

};

};

class CfgVehicleClasses

{

class MARC_oildrum{DisplayName="BBB";};

};

it's worth mentioning, until I created COMPONENTS for the FIRELOD, I could walk into the object and it stopped me but bullets would go through it. Then I created the COMPONENTS and the bullets hit it too- but I also got the exploding scenario...

Does anyone know why this is happening please..?

Thanks very much,

Marc

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that is the default "destroyed" behaviour for buildings, which is what you defined your object as.

now it should be an object, not as a house.

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..nice one, cheers again PuFu- I've changed it to

destrType = "DestructNo";

and it's cool now! :D

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erm... but doing as this you will be having some kind of warning on RPT saying bad simulation type or something like that, just like BIS barrel object... did you try with "dammage = no" in GeoLOD and deleting class = house in the same LOD ??? I guess it might behaviour the same with less coding stuff...

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Right now Robster,

I reckon it's best that I just model EVERYTHING this island will need, then when the time to put them into the engine properly comes, I'll do them all in one big go, for precisely the reasons you mention.

There's a lot of accurate stuff I want to learn about scripting them correctly, so won't waster time right now in the modelling process- I'l save all that god stuff for later, gulp! ;)

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In my experience, it helps to stagger your involvement based on your enthusiasm. Modelling, texturing, scripting, configing etc can be done in tandem with placeholders as necessary.

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Yeah man, that's good advice- I was thinking as time goes on and I chill a bit more into the process, I'll be able to relax and devote a few days/weeks to getting a few models in and fully working before starting on some more...

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