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Author Topic:   Damage Model
Laika 801
Pilot
posted 03-27- 10:55 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
I know this was discussed in other topics, but can someone list all the objects wich explode when they die because the explosion is hardcoded (?).

I want to do this:

The fuel tank gets some hits, first you will loose fuel (works good with changing the engSCF), if it get more hits a small fire is will start, this gives you some seconds to jump out before it damages the tank to the highest damage level (huge fire). It works fine when the plane is not moving. When the big fire starts to burn the pilot says "uhh ahh" and so on till he dies. When the plane moves the pilot is killed without saying anything and after 5 seconds something explodes. BUT he should say outsch !

How did you guys make the killable pilot ? When I started with mine he dies without a word (and no red screen). Now I made a function that starts a nice little fire below his ass for a second and this kills him better (sorry for that ! ).

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Raider
Pilot
posted 03-27- 01:20 PM     Click Here to See the Profile for Raider   Click Here to Email Raider     Edit/Delete Message   Reply w/Quote
Laika, I found that if you make the fuselage have a fire the pilot will also be on fire. I was testing and moved the pilot 10 feet above the cockpit. I would shoot the fuselage until a fire would break out and the pilot 10 feet above would also be in flames. This is a good way to kill the pilot.

The way we did it in the DVII is that we made a box that is hidden around the pilots body. When you shoot the box it sends an obExec/Func to the pilot that starts a obKillDelay. We tied in an obProb so that there is a 25 % chance that he will die immediatly, in a few seconds, a few minutes or not at all. With a second hit to the body or one hit to the head he will die immediatly.

We had to do this a little differently. If you shoot the pilot in the body once and the obKillDelay starts you can not change it. If is is set for 2 minutes he will not die for 2 minutes. Even if shoot again or he is on fire. So to do this we used detach instead of obKillDelay.

I did not have much luck with changing his obHits to 1. But I will be looking for a better way to kill the pilot that the way it is now.

Good going on the fuel tank hits. That sounds really great. Can't wait to see it.

------------------
Raider 33rd~GS

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Laika 801
Pilot
posted 03-28- 04:13 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
I spend a horrible night with DM´ing. But now it works more like I want it.

The pilot is killed the same way as before, but I added the small fire wich makes him scream and turns the screen red also to my pilot .sm file. Seems to work now. Still had to test it under flak fire.
The engine got now 3 damage levels: the first starts the 'leak function, the second starts a small fire (like on the tank) and this increases damage on the engine till the huge fire is started wich kills the pilot. I set the engine to ObKilldelay 0 (outside the obDamage props) and I hope it never gets killed when it burns, but I´m not sure if this works.

It would be fine if we could make a doc or something that defines a standart DM for the planes and plane builders.

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Raider
Pilot
posted 03-28- 08:40 AM     Click Here to See the Profile for Raider   Click Here to Email Raider     Edit/Delete Message   Reply w/Quote
Good work Laika, I will try that with the pilot. It sounds much better.

I agree, A document with the basic Damage model would be great. I will start a new post later with some basic ideas and have everyone add their ideas to it. Then maybe we can come up with a standardized damage model.

Laika, your work has been very valuable.

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Raider 33rd~GS

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Laika 801
Pilot
posted 03-28- 09:07 AM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
Fine. I send you the new .sm file, so you can take a look on it.

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charmstar
Pilot
posted 03-28- 12:28 PM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
you can use obFireResistant to make an object immune to fire damage, but I don't know if that's what you want.

charm

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Laika 801
Pilot
posted 03-28- 02:58 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
I cant make the engine fire-resistant, cause since there is no "delay timer" in OP I used the trick with the small fire wich doesn´t kills the pilot but adds more and more damage to the engine (this gives you the time to jump out instead of gettin toasted at once ).

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charmstar
Pilot
posted 03-28- 03:23 PM     Click Here to See the Profile for charmstar   Click Here to Email charmstar     Edit/Delete Message   Reply w/Quote
what about obKillDelay? It has limitations, but it should be good enough, right? I think a really good example of engine DM modeling is the Fokker DVII, check out how its done there!

charm

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Laika 801
Pilot
posted 03-29- 12:11 PM     Click Here to See the Profile for Laika 801   Click Here to Email Laika 801     Edit/Delete Message   Reply w/Quote
I tried obKillDelay and looked also into the DVII-sm. All I want to do is that when the engine is i.e. 70% damaged a small fire starts and adds more and more damage, at 100% huge fire (wich unfortunatly kills the pilot in a second).

As I understand the obKillDelay thing, it doesn´t add more damage to the engine (or whatever part) it just kills it after x seconds - In a fight you could try to escape when your engine is 70% damaged and after x seconds when the engine is killed (without any effect) you still can jump out of the plane - no stress. I think when you see a small fire in your engine and you know you got only seconds to jump its more realistic.

Not ?

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