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  1. #1
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Posts
    51

    Default damage type with KdamageImpulse radius?

    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:
    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
    }
    thanks!
    GBJ

  2. #2
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Posts
    51

    Default

    bumpy
    for help

  3. #3
    MSgt. Shooter Person
    Join Date
    Feb 2010
    Posts
    51

    Default if anyone is interested i found a resolution

    resolved...

    i used a loop in my projectile class in the function' ProjectileHurtRadius", and add the impulse to each hit object there...


    Code:
    foreach CollidingActors( class'Actor', Victim, DamageRadius, HurtOrigin )
    	{
    	if (Victim != Instigator) ///----------------added so blast does not damage player
    	{
    	///add impulse code here /////////////////////////////////////////////////////////////////////////////////////////
          P=Pawn(victim);
    
           ThrowDir = HitNormal + vector(Instigator.Rotation); //the hit normal vector from the attack, plus the players rotation
    
    
           P.mesh.AddImpulse(ThrowDir * ThrowImpulse, , ,);

  4. #4
    MSgt. Shooter Person
    Join Date
    Nov 2008
    Location
    Norway
    Posts
    100
    Gamer IDs

    Gamertag: NA

    Default

    Nice!
    Set the tread to solved so people easily can find it
    ..the final stage of the life cycle


 

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