Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Scripts / Debris from explosions

Author
Message
cartman
18
Years of Service
User Offline
Joined: 7th Aug 2006
Location:
Posted: 18th Aug 2006 19:46
Hi, Have modelled a character, got it to follow me and have made it explode. The cylindera entity (standard to FPSC) leaves behind bits when it blows up. I looked at the files and have created fragments (chunks) for the model but, when shot, it still disappears without leaving behind the debris... anyone out there cracked this?

any ideas welcome
uman
Retired Moderator
20
Years of Service
User Offline
Joined: 22nd Oct 2004
Location: UK
Posted: 19th Aug 2006 02:50 Edited at: 19th Aug 2006 02:57
If you study the various scripts attached to FPSC entities which explode into fragments. e.g. boxes, cylinders, bottles ad so on you will discover how its done.

Under normal circumstances if you make your own entities of a similar nature to the FPSC default ones then you can use the same script commands and procedures to apply the same gibb effect for to have your entities explode into pieces.

However, such entities are a special case inside FPSC and some of the code required for them to work in this way is hard coded into the engine - the engine is designed to recongnise their ability to support exploding into pieces.

There is no recognition inside the engine that I am aware of to allow for gibbs of a biped part looking nature - for example - arms, legs, heads.

If you were to try and apply the same effects to a Character entity the results would and best be likely to be extremely silly looking as default entities only explode into simple shapes likes the six sides of a box for instance.

At worst trying to apply this to Characters the results could be very unpredicatbly and could possibly result in crashing the engine and your game.

Only one way to find out and that is try to do it.

It may well work and the engine try to achieve a result without crashing but the resultant effect is likely to be very poor looking as said.

Currently I doubt anyone can achieve realistic looking true body parts being left behind as character entity gibbs following an explosion without some workaround such as - removing the character from the scene and replacing with a new enity composed of just body parts.

This would obviously involve additional work with the new body parts, texturing them and scripting the functions or possibly resort to editing the source. The scenes and scenarios would also have to set up perhpas carefully in each case to accommodate the explosion removal of the whole character at the right time and replacing of the entities.

There are only two options really - one the easiest would give poor results at best the second as suggested involving perhaps some considerable skill, difficulty and effort to get it right.

FPSC is not really designed for this and anything FPSC dont do by default can be a lot of work to set up and achieve.

Some result may be achieved possibly but as with many things FPSC it is not as easy as it may seem and would be very involved if you want to achieve anything like a professional effect. The engine is just not designed to support this by default.

Trying to replace for instance a destroyed character with a new spawned entity composed of parts which may seem easy enough to do in theory is not quite as easy as it sounds in a real game scenario.

Just think about it or try it and you will find that it is quite difficult to get the whole scene to work as you will want it - why? - Well because you need quite advanced scripting or progarmming to do it and get a professional looking end result and by default FPSC does not those advanced fetures or functions, script commands and actions.

To make it easy you could do a switch and achieve the effect - if and only if you can control exactly where both entities will be at the time you want the switch to take place.

You could do this if you can make sure the character is in a constant location when he dies and that at the time his body is removed the spwaning of the new body parts left behind are called by a trigger mechanism - that way you could achieve realistic body parts in the characters location. The whole thing is a little harder to do than it sounds and that whole procedure is very inflexible and restrictive of how and where the effect can be achieved. Additionally it would not easily allow for instance for advanced professional effects like the characters body parts actually being part of the original character as breaking apart nor because of that physics playing a part with body parts flying off and bouncing around. You might get something of that effect by utiulising other methods but thats another story for another time.

As said you may just do it using the default procedures and it may be easier than I suggest to get a good result - I have not tried it with characters so..

Two choices - either have a go or wait for TGC to give it to you.

Good luck.



"I am and forever will be your friend"
Connor Higgins
User Banned
Posted: 19th Aug 2006 13:21
it amazes me how much you can write uman

super cool timmy turner has fairy godparents and i am not a mad science teacher i am a real boy so FAIRIES!!!!!!!!!!!!!!!
cartman
18
Years of Service
User Offline
Joined: 7th Aug 2006
Location:
Posted: 19th Aug 2006 20:06
Hi tried it out. Modified the cylindera 'chunk files' and changed the .x file displayed in game to something else. The new object exploded but still produced the old fragments not the modified .x files i replaced them with. presume this is because the extra 'chunk' files are not actually used in the process and that it is hard coded into the source???

Login to post a reply

Server time is: 2024-11-22 20:37:15
Your offset time is: 2024-11-22 20:37:15