My cannonballs don't cause damage... Created 19 years ago2005-03-05 21:44:04 UTC by Gackt Gackt

Created 19 years ago2005-03-05 21:44:04 UTC by Gackt Gackt

Posted 19 years ago2005-03-05 21:44:04 UTC Post #95345
I've created cannonballs for use with my ship's cannons, and they're func_physbox's. I've set the explosion magnitude/damage/radius all to substantially high numbers - 400 across the board - but they don't cause damage to the things they hit. They break like they're supposed to, but a func breakable that I shot one DIRECTLY at didn't even get a chip knocked out of it. Also, if it has an explosion, shouldn't there be some sort of effect or sound when it explodes? If any of you have possible answers to these questions, I would appreciate it beyond words.
Posted 19 years ago2005-03-06 03:58:34 UTC Post #95405
I'd suggest seeing if physboxes falling from a great height onto a player incur damage to him... might just not be the way things're coded. Maybe you could use models instead, I don't know.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-03-06 07:10:15 UTC Post #95426
Do they actually exsplode? What is their prop data if its got metal in it its harder to break and exsplode although if your shooting it at a high anouth velocity it shoud be doing phsy_damage. Do you think it would be possible for you to change the rpg firing model for a cannonball? Il exsperiment for you and if I find a solution Il post it.
Posted 19 years ago2005-03-06 10:58:33 UTC Post #95450
Attach a explosion entity to each of the balls, the when the cannon ball breaks, make it trigger the explosion.

Just a thought.
Luke LukeLuke
Posted 19 years ago2005-03-07 17:04:11 UTC Post #95720
Hello, guys!

Thanks for your suggestions - I'll try them out as soon as I can, particularily the explosion entity idea. However, I am now in the very unpleasant situation of reinstalling HL2/everything else (I reformatted my PC for performance reasons), so it will be a while before I can put those suggestions into practice (I am on an <28.8kbs connection...pity me). Thanks again, and I hope it works (it's one of the last problems I'm having with the boat).
Posted 19 years ago2005-03-11 04:23:52 UTC Post #96309
or you can just use a prop_phys with the wattermelon model and set it to explode on break. when it comes to the coler i think garry dit chance it in v7.0 there was green,blue,red,pink and yelow wattermelons as bolons hope it helps
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