Impact Data Question

Post » Sat Mar 05, 2011 6:00 am

Hey all, I'm having a little issue with impact data.. was wondering if someone could shed some light on a possible solution. Been working on a custom mini-missile launcher lately, but I'm having some trouble getting the explosive hit it delivers to register an organic hit, like with a head shot. It seems that the only impact data sets, as far as fired weapons go, that register actual hits on organic flesh are things like the ballistic, BB, and the energy/alien data sets. The mini missile projectile delivers a ballistic hit on impact and that's working fine... hits register anywhere on the target according to the weapons damage rating. However, the resulting explosion on impact does not, and it's not related to missing organic impact data in the data set it uses... the issue is a bit deeper.

All regular explosion impacts seem to be bound by a deflector node in the explosions nif file, which results in explosions only damaging the target when the explosion is within the explosions damage radius of the ground. If that radius is small, one has to shoot the enemies feet for the explosion damage to register at all. The reason weapons like the normal missile and possibly mini nuke do damage isn't because they actually explode doing damage at the impact site (assuming a direct body shot), it's because they go off and the damage radiates up from the ground, and any target within their rather large damage radius gets hit. This is a problem for the mini missile because it does not have a large explosion radius, and many enemies such as mutants or behemoths and such are so tall that with a high body shot or head shot, the explosions radius never touches the ground.. so no explosion damage occurs even though the explosion effect plays, only the ballistic damage. This isn't the case with other types of blasts such as the pulse or plasma explosion, they seem to do damage at the point of impact in a 360 degree radius around the impact point, which is what I need.

Since this "being bound to distance from ground" thing appears to be inherant right in the regular explosions art file, which means I can't use it yet nothing else will look right, I'm wondering if anyone knows a way I might hybrid or modify this thing so that it behaves like a point-of-impact pulse explosion (ie- not bound to distance from the ground), yet uses the regular frag explosions art.
Thanks
User avatar
Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Fri Mar 04, 2011 11:51 pm

For what it's worth, I solved it by setting the frag explosion damage low and attaching a script effect damage to it.
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am


Return to Fallout 3

cron