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Havok, Projectiles & Explosions


TrickyVein

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Looking for discussion/insight on manipulating projectiles, impact data and explosions and what the engine best supports.

 

I am getting a pretty consistent CTD just when a vehicle is about to enter its last destruction stage and explode having taken damage from being hit by a bunch of (at least 11 total like a shotgun fire) missile type projectiles with havok, (so they's bounce off metal type surfaces).

 

KQCkU9y.png

 

Whether the missile has the explode flag or not doesn't seem to affect whether the game crashes when firing at an explosive car.

 

JcOHewi.png

 

Using the 'lobber' type projectile so damage isn't registered on hit does not seem to lead to CTD when firing at a vehicle, but the vehicle seems to take damage from being hit by havok though which is what makes it go boom in that case.

 

 

So there are multiple things going on when the missile 'hits' to do damage including having impact data, its own havok which does damage potentially and then whatever weapon damage it deals as divided amongst the weapons projectile count.

 

Does the engine just suck at handling multiple projectiles (wouldn't think so)?

 

Is havok leading to CTD (the game can handle a heck of a lot more collision interaction than just firing a dozen or .nifs at one moveable static/activator)?

 

There is also this 'has 3d based ammo count' flag that isn't documented and unknown what it does:

 

idoYjzV.png

 

I am working on this weapon that works flawlessly firing at actors, the ground, with a gazillion of these projectiles strewn about with no performance loss, but somehow, when I go to

retire some old vehicle, the game just says 'lol nope' and CTD.

 

Why?

 

 

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Hello TrickyVein,

 

The "count based 3D" just means if the object count is 1, you get a mesh representing single cartridge, while if the object count is more than 1, you get an ammo box instead. If you open up the ammo nif in Nifskope, you'll see what's going on easily. So, this is not relevant to your CTD problem.

 

As for your real issue, though, I've never had exploding car causing CTD with any vanilla projectiles, and don't know what maybe the problem. :-/

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I have at least narrowed down the CTD issue to the following:

 

Forget about exploding vehicles. If the projectile takes damage from literally ANY explosion (and I assume from anything else as well) the game will CTD.

 

Tried:

  1. Collision/No Collision
  2. Explosion on impact, no explosion
  3. Explosion on alt timer/none
  4. Destruction stages enabled/none
  5. Explosion property filled in even without 'explosion' flag like on some vanilla projectiles (casings)
  6. Default weapon source/none
  7. Leaving impact data for everything as default instead of bounce

Guess I need to go find a point at which the game WON'T CTD when a lobbed/missile type projectile takes damage from another source and go from there because this is ridiculous!

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