Is it possible to have a damage type that produces kDamage in a radius and not in a line?
the scenerio:
- a pawn running at me, and when he is a distance away from me i fire a custom projectile
- he dies on the spot
- i fire my custom projectile again, expecting his ragdoll to move..
- the ragdoll does not move
How can i get the ragdoll to be effected by the impulse of the damage type, at the same distance the pawn's non rigid body is reacting to the damage type?
Here is my Damage Type:
thanks!Code:class UTAG_DmgType_Weapon02 extends UTDamageType abstract; //this spawns the after death fx until the pawn disappears. static function SpawnHitEffect(Pawn P, float Damage, vector Momentum, name BoneName, vector HitLocation) { local UTAG_UTEmit_punchKillEffects BF; if ( UTPawn(P) != None ) { BF = P.spawn(class'UTAngryGiant_UTEmit_punchKillEffects',P,, HitLocation, rotator(Momentum)); BF.AttachTo(P, BoneName); } else { super.SpawnHitEffect(P, Damage, Momentum, BoneName, HitLocation); } } //////////////////////////// /////////////////// defaultproperties { KillStatsName=KILLS_Weapon01 DeathStatsName=DEATHS_Weapon01 SuicideStatsName=SUICIDES_Weapon01 DamageWeaponClass=class'UTAG_Weapon02' DamageWeaponFireMode=0 RewardAnnouncementClass=none DamageBodyMatColor=(R=50,B=40) DamageOverlayTime=0.3 DeathOverlayTime=0.6 bDirectDamage=true GibPerterbation=0.06 GibThreshold=-2 GibTrail=ParticleSystem'WP_LinkGun.Effects.P_WP_Linkgun_Impact' MinAccumulateDamageThreshold=50 AlwaysGibDamageThreshold=150 PhysicsTakeHitMomentumThreshold=250 RadialDamageImpulse=2000 /// bCausesBlood=false bAlwaysGibs=false //bCausesBloodSplatterDecals=true bDontHurtInstigator=true KDamageImpulse=1500//1500.0 //how much force is put on target when ragdolled KDeathUpKick=20 KDeathVel=200000 bUseTearOffMomentum=true ///use hit momentum in impulse bThrowRagdoll=true DamageCameraAnim=CameraAnim'Camera_FX.ShockRifle.C_WP_ShockRifle_Hit_Shake' CustomTauntIndex=4 }
GBJ




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