Mattiewagg Posted November 29, 2014 Share Posted November 29, 2014 (edited) I recently researched Destructible Objects some and then wrote a (long, detailed) tutorial on it. If any of you have any input/suggestions/corrections I'd really appreciate it. I'm sure some of you have far more experience with this than I do. Destructible Object Creation Edited November 29, 2014 by Matthiaswagg Link to comment Share on other sites More sharing options...
DDProductions83 Posted November 29, 2014 Share Posted November 29, 2014 LolI love youI didn't read it 100% so this may have been answered in there somewhere maybe not, is there anyway to make it only susceptible to a certain weapon IE one with say a magic effect to break rocks? etc Cause atm I actually have little magic areas all over I'm scattering ALA Zelda and Darksiders style to give the player a reason to re-explore areas, and it would be cool to say give them a magic dwarven hammer that is the only way to break open certain rocks blocking passages and crap And upon saying that I am a idiot, it has destruction stages in script so I can probably just on the first destructionstage make it so that if player doens't have X hammer etc equipped it heals to full This is gonna be fun Link to comment Share on other sites More sharing options...
Mattiewagg Posted November 29, 2014 Author Share Posted November 29, 2014 I don't think its possible via the interface for destruction data, though I wish it were. The scripting shoukd work though. Also I totally messed up the formatting and I'll fish that tomorrow. I'm on my phone right now. Link to comment Share on other sites More sharing options...
DDProductions83 Posted November 29, 2014 Share Posted November 29, 2014 Heh, I'm actually about to run a test or two here in a few min, just gonna fubar it with random meshes then cobble some new meshes from existing rocks Link to comment Share on other sites More sharing options...
DDProductions83 Posted November 29, 2014 Share Posted November 29, 2014 (edited) Ok so F YA to start Something that I personally now need help with, is how to heal it so to speakself.reset() - FailedCleardestruction basically just makes it a object with no collisionUsing a negative number in damageobject failedTrying to mod its actor value predictably failed The only thing I didn't really try was a disable then enable command to try and reset it, I don't really want it to disapear even if for a frame or two that would be meh but if I have to Just something to look at if you got time, otherwise works like a fricking charm and will add some fun to encounters and stories I have already and a lot in the future Oh and was just doing a easysauce--Event OnDestructionStageChanged(int aiOldStage, int aiCurrentStage)if (aiCurrentStage == 2)if (Game.GetPlayer().GetEquippedWeapon() != weapon1)-- You can easily just add another script to the activator so you can just leave the default stockade one on their pretty easy, but ya I know the scripts were firing, just the ones I mentioned didn't work or worked wrong for what I am trying to accomplish Edited November 29, 2014 by Darren83 Link to comment Share on other sites More sharing options...
Mattiewagg Posted November 29, 2014 Author Share Posted November 29, 2014 ClearDestruction I wasn't all that uh... Clear on. I'm not sure if it actually resets the destruction data. I'll look into this. Link to comment Share on other sites More sharing options...
DDProductions83 Posted November 29, 2014 Share Posted November 29, 2014 it clears everything from it, it turns it into a graphic with no collision activation etcIE can walk through it and it turned it back to it's original rock I was basically using two rock meshes to test this, and stage 2 was at 50% and it would change the rock mesh, and 1 sec later would run whatever I was trying, Cleardestruction basically just made it pop back to the original rock and you could walk through it etc Link to comment Share on other sites More sharing options...
Mattiewagg Posted December 4, 2014 Author Share Posted December 4, 2014 Updated with part on how to create your own debris. Link to comment Share on other sites More sharing options...
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