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Different damage on collision cylinders?

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    Different damage on collision cylinders?

    Do you think its possible to have diffrent damage on different collision cylinders. We have made rather big creatures and everything is working fine. But one idea i got was to have different collision cylinders taking more damage, Like weakspots on the creatures. Do you guys think its possible to do this?

    I have no idea yet how to begin. We are going to start experimenting next week on this subject. But i thought i just ask here if anyone has any ideas about this.

    Code:
    Begin Object Class=CylinderComponent Name=CollisionCylinder2
    	CollisionRadius=+40.000000
    	CollisionHeight=+080.000000
    	Translation=(X=0.0,Y=-0.0,Z=0.0)
    	BlockActors=true
    	CollideActors=true
    End Object
    
    Begin Object Class=CylinderComponent Name=CollisionCylinder3
    	CollisionRadius=+100.000000
    	CollisionHeight=+080.000000
    	Translation=(X=0.0,Y=-0.0,Z=165.0)
    	BlockActors=true
    	CollideActors=true
    End Object
    
    Begin Object Name=CollisionCylinder
    	CollisionRadius=+100.000000
    	CollisionHeight=+80.000000
    	Translation=(X=0.0,Y=0.0,Z=50.0)
    End Object
    
    	CollisionComponent=CollisionCylinder2
    	CylinderComponent=CollisionCylinder2
    	Components.Add(CollisionCylinder2)
    
    	CollisionComponent=CollisionCylinder3
    	CylinderComponent=CollisionCylinder3
    	Components.Add(CollisionCylinder3)

    #2
    Its entirely possible! The headshot kill is a perfect example of this. I know in UT04 they used a trace function to draw a line to the first thing it hits, then checked if it was in the headshot area. I know UT3 uses traces for the sniper and instant hit weps, and probably use the same method to check. Have a look at the sniper in UT04, it should help you in your quest for weak spots

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