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#1 2007-03-11 18:48:43

SantiClaws
Novice
From: cardboardbox
Registered: 2004-03-06
Posts: 14

trigger an explosion?

So, picked ogier up again, for reasons unknown smile.
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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#2 2007-03-17 02:58:45

dnadns
Journeyman
From: Germany
Registered: 2005-01-01
Posts: 63
Website

Re: trigger an explosion?

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 ;-)


"Better to remain silent and be thought a fool, than to speak and remove all doubt."
-- Abraham Lincoln

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#3 2007-03-17 10:40:33

SantiClaws
Novice
From: cardboardbox
Registered: 2004-03-06
Posts: 14

Re: trigger an explosion?

I'm actually using a brush that I convert to an engine path.

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#4 2007-03-18 00:05:58

admin
Site Admin
Registered: 2004-01-06
Posts: 61

Re: trigger an explosion?

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 smile

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#5 2007-03-19 16:55:30

SantiClaws
Novice
From: cardboardbox
Registered: 2004-03-06
Posts: 14

Re: trigger an explosion?

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 smile

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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#6 2007-03-21 03:44:36

admin
Site Admin
Registered: 2004-01-06
Posts: 61

Re: trigger an explosion?

Ah!
Group the break and make it into a systemnode.

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#7 2007-03-21 14:46:50

SantiClaws
Novice
From: cardboardbox
Registered: 2004-03-06
Posts: 14

Re: trigger an explosion?

admin wrote:

Ah!
Group the break and make it into a systemnode.

I'll have a go at that.

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