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So, picked ogier up again, for reasons unknown
.
Nodebar doesnt seem to disfunctional anymore, yiipee.
But, I can't get this explosion to work.
I got a simple tube set up, in the front end there's a fence stopping the player from entering the tube. I got the fence set up as eight different dynamic brushes. I'm trying to get a trigger to take damage from a grenade (earlier looted by a guard that's rather dumb and swings like a sissy), when this trigger takes damage and is destroyed it's supposed to push an engine-path in motion that pushes the dynamic brushes away. And when the dynamic brushes are pushed, they got 5 seconds to live so they wont hinder the player passing the rather tight tube.
Am I right in this workflow?
trigger -> receives damage -> sends impulse to path -> path starts -> path hits the dynamic objects -> objects fall -> done.
I just can't get it to work, just need to know if it's right and I only need to tweak the settings a bit or am I totally off here?
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If I remember correctly the path wasn't enough.
You still need an object (can be invisible) to hit the dynamic objects in order to push them around.
So you need the engine path to sketch the way the of the "pushing" object and just start it using the trigger.
The chain looks good to me, so it can be only a missing object, a misconfigured engine path (use different time indices to indicate waypoints) or
missing option flags on the pushing/dynamic objects.
Hope the right hint was in here ;-)
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I'm actually using a brush that I convert to an engine path.
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Don't have Ogier in front of me but I think you need to...
- Make an object that is an engine path
- Animate it onto your premade structure you want to break.
- Select everything and click the checkbox that says physics (i think)
- Press [ALT]+T and the thing gets simulated
Mind you, you need the ground and walls around the thing to be built and have the physics flag checked too. Otherwise they will just fall down into nothingness ![]()
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admin wrote:
Don't have Ogier in front of me but I think you need to...
- Make an object that is an engine path
- Animate it onto your premade structure you want to break.
- Select everything and click the checkbox that says physics (i think)
- Press [ALT]+T and the thing gets simulated
Mind you, you need the ground and walls around the thing to be built and have the physics flag checked too. Otherwise they will just fall down into nothingness
The simulation inside Ogier works fine.
It's just that it wont trigger ingame, must be the trigger_ext I've configured wrong (although I manage to trigger sounds and other things...)
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Ah!
Group the break and make it into a systemnode.
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admin wrote:
Ah!
Group the break and make it into a systemnode.
I'll have a go at that.
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