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APEX Destruction using KActors

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    APEX Destruction using KActors

    I've been struggling for a few days trying to get this to work, wondered if someone may have a solution I haven't thought about

    I made a cube, which has been taken into Nvidia Physx Lab, and brought in as an APEX model that breaks into pieces. The Ball is a KActor, when I shoot the ball it bounces off the the apex mesh.

    However, shooting it with a projectile breaks the mesh no problem as I show in the video.
    http://www.youtube.com/watch?v=iXo17liGgK0
    I also tried triggering a radial Impulse when the cube is touched or takes damage, but this didn't seem to work either.

    I have been looking around the net, and haven't found any way to make Apex assets take damage from KActors instead of projectiles. Even after messing with the collision properties.

    I did find a way in Kismet to trigger the cube to break apart using the DummyWeaponFire node.

    I may have to go this route if what I am trying to do isn't possible.
    http://www.youtube.com/watch?v=xxZm0ijqYwQ
    I have a hidden ball, that is the source, which is firing at the cube to make it break apart.

    Anyways, for what I want to do, setting up kismet for multiple instances would prove to be a mass undertaking, it nice to have KActors interact with APEX meshes or something along those lines. Open to suggestions

    #2
    suggest trying this one out:

    http://forums.epicgames.com/showthre...highlight=apex

    Comment


      #3
      The kActors need to be able to deal damage, which at present they do not. Therein lies the problem.

      Comment


        #4
        Originally posted by ambershee View Post
        The kActors need to be able to deal damage, which at present they do not. Therein lies the problem.
        Every actor got the potential of dealing damage.

        Code:
        class KActorThatDealsDamage extends KActor;
        
        //Dont just copy paste, it wont work.   
           
        event Bump(Actor Other, PrimitiveComponent OtherComp, Vector HitNormal)
        {
               if(ApexDestructibleActor(Other) != none)
          ApexDestructibleActor(Other).TakeDamage(100,SomeRandomController,vect(0,  0,0), vect(0,0,0),DamageType);
        
        }
        
        defaultproperties
        {
        }

        Comment


          #5
          Obviously my point is that they don't and that you need to add it in. There's already sample code on the forums somewhere that does this based on velocity.

          Comment


            #6
            Thanks Guys
            so for the non-programmer like myself how do I go about making these changes? I haven't dabbled in unrealscript yet.

            Whitenorthstar: I will try those changes like you found with the vehicles

            Comment


              #7
              Found references on the forums you mentioned Ambershee

              http://forums.epicgames.com/showthread.php?t=708051
              http://forums.epicgames.com/showthread.php?t=746197

              guess its time to buy that Eat3D Unrealscript dvd, because this is going beyond my knowledge of the engine.

              Comment


                #8
                You shouldn't need a DVD, I have definitely posted working code for this on the forums. Unfortunately I couldn't say where it is.

                Comment

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