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Author
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Topic: Exploding Engine
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Nat Pilot
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posted 03-03- 09:30 AM
Hey Guys, we'll I've got alot done on the La7 with some very good and helpful test reports, but one thing is majorly buggin me.. when I detach the engine it explodes, there are no props to cause this that I can find anywhere, but it happens all the same, it explodes if I detach the engine, or if I detach the fuse section that the engine is attached to, I really need to stop this from happening, am I missing something about engines here?Thanks Guys~Nat~ ------------------ 7./JG3 "Naturlich" "SDOE... What and where would you like to fly today?" http://members.nbci.com/naturlich/index.htm </B> IP: Logged |
Rendsburger Pilot
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posted 03-03- 10:38 AM
Did it have mass properties?If not make it! Maybe that helps.Rendsburger IP: Logged |
Nat Pilot
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posted 03-03- 11:01 AM
it has, the wierd thing is, that if I shoot the engine, it dies with no explosion, if I attach the engine to the nose as a child, and then detach the nose, it explodes, without the engine attached the nose just detaches like it should, if I don't put the engine as a child of the nose, and instead use a Func to kill or detach the engine when the nose detahces, it explodes! it's freakin my head out lolIP: Logged |
jedi Pilot
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posted 03-03- 11:11 AM
Is the purpose of this to have the engine shot off its mounts and flying through the air as "debris?"If so, maybe just make your "visible" engine object separate from the actual "virtual" engine. Leave the virtual engine attached to the plane at all times, but obKill it when you want it to fail. Meanwhile, make the visible engine just a big chunk of steel that looks like a Klimov or whatever it is. That piece should be able to get shot off, because it will only have mass properties, and no engine properties. Or, did you try using obKillDelay on the engine part? Sometimes you can keep the thing "alive" for awhile that way. Detaching the engine may be a hard-coded "kill" tho. There are some things you can't do to the pilot and wheels and prop as well. ------------------ --jedi-- IP: Logged |
ArgonV Pilot
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posted 03-03- 12:50 PM
make sure there is no obExplodes property in the damage proplist and make sure you put onDetach obKilldelay (somenumber) either in the damage proplist or the engine proplist. I think this should work... I do know its a screwy thing with obKillDelay and the damage proplist because Ive ran into this problem before...IP: Logged |
Nat Pilot
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posted 03-03- 02:24 PM
Jedi, I'm just trying to let the engine leave the aircraft when the nose of the plane is detached, just so it's not there anymore, I'm not worried about "visuals" for it, I just want it gone with no big bang.Argon, yeah I use onKillDelay 0.1, this kills it fast enough that nothing becomes visible, but I've tried longer ones like -120 or 360, all explosions were removed from the engines when I added my DM code, I aint keen on explosions on the whole so I normaly remove them, I've tried everything that normaly works and really dunno where the explosion is comming from, but it's sure as hell messin up my plans, maybe I've just missed something so I'll keep scanning through to find the bug here IP: Logged |
jedi Pilot
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posted 03-04- 12:07 AM
As an alternative, ADD an obExplodes to the engine properties, but make it REEEEALLY small. One of Condor's engine damage properties is a little bitty explosion. It makes a bang and smoke, and jolts the plane a little, but that's all. Maybe if you put that in for onDmg 10, it will "override" the big explosion. I can't remember the exact number for the explosion--I think it's like 0.1 or something.
------------------ --jedi-- IP: Logged |
Nat Pilot
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posted 03-04- 07:59 AM
Thanks Jedi, thats definately worth a shot  IP: Logged |
wakeup tailgunner Pilot
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posted 03-04- 02:17 PM
I know I had problems with engines having some hard-coded properties. Like catching fire at 50% damage etc. May be the explosion is something similar.I got around the fires by doubling the damage, and having the effects happen at earlier damage levels. Might work here if it's a hard-coded thing. IP: Logged |
Nat Pilot
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posted 03-04- 04:47 PM
thing is though tail, it simply shouldn't be happening, lets take a bomber as an example, you detach the wing that the engine is attached to, it doesn't make the whole aircraft explode.. I'm wondering if I should change the type to bomber and see what happens, but I've tried so maney different combinations of code and none of them work I have to say that it must be hard coded, so maybe chaning it to a bomber will work since in the original game only bombers have multiple engines, gotta be worth a try, if that don't work then I'll really have to get creativeIP: Logged |
tonysilveira Pilot
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posted 03-08- 09:10 PM
Hi all, I test your new La7. Yes it's a more new good Plane Nat in your model I put a new obBodyPts cause into to ground you know,But the test with AI the plane don't pass. Missing guns,oh yes sorry. In general it's a best new crotribute for our FS. Tanks Nat good Job. IP: Logged |
Nat Pilot
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posted 03-09- 08:17 AM
Thanks Tony I've done alot of work to her since that beta, and yes the body points is one of them, I've still got a bug in it right now though so until thats pined down I wont be able to release an update, but it's pretty close to finished bar the bug now  IP: Logged | |