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grayman

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Posts posted by grayman

  1. When a firearrow hits an exploding crate, it imparts its linear and angular velocities to the flinders.

    For the case of the firearrow, this works ok: the flinders fly off, ending up scattered around on the floor.

    For the case of holding a torch next to the crate, however, the torch has no velocities, so the crate simply breaks (no explosion) and the flinders fall down to the floor.

    I suggest giving random velocities to the flinders rather than taking them from the object that triggered the explosion. This should fling flinders in all directions, regardless of what the activating object was.

    Things to check: how do other breakables (fractures, etc.) deal with their flinders. Breaking a window with an arrow might look better if the flinders don't fly away.

    Comments?

  2. The exploded crate flinders appear to be touching each other when spawned.

    Each flinder comes to a stop when this happens.

    If you launch another fire arrow, you can see that the concussion affects the flinders, sending them apart, after which they fall to the ground.

    I suggest the flinders not be spawned so close to one another.

  3. 1 minute ago, stgatilov said:

    I don't like the word "typically" here 😫 Shouldn't there be a validation check for it?

    Not really; we could be giving a false negative to the mapper. The code leaves the problem solution in the hands of the mapper, who can observe what his AI is doing, and adjust accordingly. "My guy isn't facing the right way, let me go to the wiki to see how to correct this."

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