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Author Topic:   how do i have a mine stay where it is droped ?
-Guided by Voices-
Member
posted June 08, 2004 04:09 PM            
and how do i make the ball smaller but the mine itself larger ?

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KiLlEr
Member
posted June 08, 2004 04:15 PM            
simple anwser, you can't. Colisions between projectiles and meshs are point to bounding box. Which menas that projectiles occupy a single point.

You can use a powerup that gives negative health, but a kill by this method won't give a frag credit to the player that layed them.

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-Guided by Voices-
Member
posted June 08, 2004 04:29 PM            
what about the ice mines ????

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KiLlEr
Member
posted June 08, 2004 04:38 PM            
They don't do damage.

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-Guided by Voices-
Member
posted June 08, 2004 11:51 PM            
hay i got it . i set the bounce at 0.1 and the gravityscale 10 . it dose not stop it but its real slow .

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TBIKingTiger23
Member
posted June 18, 2004 01:29 AM            
launchinertia = 0
thats how.......

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Um? Well if I could think of one id put it here.

YO!?
King Tiger (TBI)

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KiLlEr
Member
posted June 18, 2004 08:16 PM            
and gravity = 0 to keep it from rolling down a hill.

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KONG
Member
posted June 18, 2004 10:51 PM            
code:
class = projectile
type = PlasmaMine
name = "a Plasma Mine"

speed = 0
#meters per second

damage = 0.6
#hit strength

kick = 0.2
#amount of speed to impart to target in collision.

gravity = 0.5

crater = 6
#meter radius of crater
depth = 1
#meter depth of crater
scorch = 0.1
#percentage to blacken near center. 1.0 is no change, 0.0 is all black.

ExploEnt = explosphere/PlasmaEnv1
#ExploHitEnt = explosphere/TealEnv1
ExploHitEnt = PlasmaHit
#ExploEnt = explosphere/fireenv1
#SmokeEnt = explo/greensparks
SmokeEnt = explo/LaserHit
#SmokeEnt = explosphere/Teardrop

#SoundEnt = missile1
SoundEnt = Plasma3

#SmokeTrailEnt = explo/TinyGreenSparks

Smoketrail = 0

Texture = sprites/PlasmaBall.bmp
Width = 2.0
Height = 2.0
Blend = add
#image for traveling shell

#Fade = 0.5

timetolive = 60

launchinertia = 0
#followground = 1.0
followground = 2.0
bounce = 0.9

Detonate = 1

SelfHitDelay = 1.0

Transitory = 0

FlareEnt = smoke/flareBlue


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All truth goes through three stages. First, it is ridiculed. Then, it is violently opposed. Finally, it is accepted as self-evident.

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TBIKingTiger23
Member
posted June 19, 2004 02:05 PM            
Killer-
from waht i have seen you dont need the gravity at 0... The TM Engin does not recognise hill from plain when it comes to projectiles... so putting it at 0 gravity will only keep it on the ground. But thats what i have seen...

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