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#1
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It all started out when I was talking to Marco. I moved on from UT2004 to KF almost completely and wanted to start a small mod for it. So I decided to make the husk tank be able to be shot at then the leak will cuz the husk to fly up in the air and explode! Yes you heard me correctly, AN EXPLODEABLE AND COMBUSTABLE HUSK TANK! This will be releasing in a week or so, any suggestions are appreciated. If anybody would like the join or help just PM me!
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#2
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Sounds pretty cool. Create a collision cylinder and attach it to the appropriate place, spawn an emitter when shot, and whatever else. Shouldn't be too hard but it'd be cool. I'd like to see something like this as an official feature of the game.
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#3
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Thanks for your feedback! How would I go about the collision volume and attaching it? My guess is to spawn the volume at the tank bone and modifiy it so when a projectile/Zero-Extent Trace projectile hits it, it tells the tank that its been hit and needs to start spraying gas then explode.
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#4
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Here's what I'd do:
Create an actor for the tank, I'd call it something like HustTank. Give it an appropriate collision cylinder size. When a Husk spawns, spawn a tank and attach it to a particular bone. Associate either by setting owner or using extra variable in tank class. Implement TakeDamage in HuskTank with however you want to handle damage (perhaps you want to give some kind of damage threshold, or only allow certain weapons to damage it). (If using some kind of tank-leak effect) When enough damage is done, spawn an emitter and attach it to the same bone with an appropriate offset. With a little experimenting you could probably position the leak emitter according to where the tank was shot, even possibly allowing multiple leaks to occur at the same time (that'd be pretty cool I think). After that I'm not sure what I'd do. I'd either just make the tank explode after a certain period of leaking, or perhaps allow a way to ignite the leaks which would propel the Husk into a wall and gib it. That sounds nice... |
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