Alright, I admit, I am a very new modder. The problem I am having is probably due to my own incompetence, but here we go. Whenever I try to make a gun, which I've done twice now, both assault rifles, simply touching an enemy with the gun causes the user's arms to explode. I have tried every solution I can think of, and I can't fix it. I'll show the code if it's needed to figure out the problem, though I doubt it will be. If anyone has any clue what the problem is, please tell me. It seems to happen whenever I walk the actor into a surface, allowing the gun to touch something. The arms simply explode and the gun falls to the ground.
Sun Apr 13, 2014 4:09 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Exploding Arms
Sounds like a problem of JointStrength/JointStiffness. JointStrength is how much strength you need to apply to the attachable to make it detach from the parent (in this case, how much strength you need to apply to the gun to make the actor drop it). JointStiffness is how much energy is transferred from the attachable to the parent (using strength*JointStiffness, reason why JointStiffness should always be between 0 and 1).
I think that you are using high values in both, particularily JointStiffness, in such way that when the gun touches something, the strength the arm recieves is multiplied greatly, destroying the arm.
Just a blind guess, only thing that comes to mind without staring at the code
Sun Apr 13, 2014 5:21 am
Ricochet
Joined: Thu Oct 04, 2012 4:53 am Posts: 30
Re: Exploding Arms
I thought that was the issue too. My JointStiffness is set to 0.5, and the JointStrength is 100. Both of the guns are mostly the same. The second was made in hope that I wouldn't make the same mistake again.
Code:
AddDevice = HDFirearm PresetName = My First Rifle Description = My first weapon I made without the help of a tutorial AddToGroup = Weapons AddToGroup = Primary Weapons AddToGroup = Heavy Weapons Mass = 24 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = MyStuff.rte/Weapons/First Gun/FirstRifleA.bmp FrameCount = 1 SpriteOffset = Vector X = -13 Y = -5 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 150 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 0 JointStrength = 100 JointStiffness = 0.5 JointOffset = Vector X = -4 Y = 4 DrawAfterParent = 0 StanceOffset = Vector X = -1 Y = 6 SharpStanceOffset = Vector X = 3 Y = 3 SupportOffset = Vector X = 7 Y = 3 ParentOffset = Vector X = 17 Y = 0 SharpLength = 150 Magazine = Magazine CopyOf = My Magazine Flash = Attachable CopyOf = Muzzle Flash SMG FireSound = Sound AddSample = ContentFile FilePath = Ronin.rte/Effects/Sounds/MP5KFire.wav EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 900 ReloadTime = 3000 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 7 SharpShakeRange = 4 NoSupportFactor = 2.5 ParticleSpreadRange = 0.4 ShellSpreadRange = 8 ShellAngVelRange = 2 MuzzleOffset = Vector X = 15 Y = -1 EjectionOffset = Vector X = -1 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Babby's First Weapon Gib H Offset = Vector X = 0 Y = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Babby's First Weapon Gib I Offset = Vector X = -3 Y = -3 AddGib = Gib GibParticle = MOSRotating CopyOf = Babby's First Weapon Gib A Offset = Vector X = -7 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Babby's First Weapon Gib I Offset = Vector X = -4.5 Y = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 5 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibWoundLimit = 6
Code:
AddDevice = HDFirearm PresetName = Heavy Assault Rifle Description = well... its a gun i guess AddToGroup = Weapons AddToGroup = Primary Weapons AddToGroup = Heavy Weapons Mass = 24 HitsMOs = 0 GetsHitByMOs = 1 SpriteFile = ContentFile FilePath = MyStuff.rte/Weapons/Heavy Foot Rifle/HeavyRifle.bmp FrameCount = 1 SpriteOffset = Vector X = -13 Y = -5 EntryWound = AEmitter CopyOf = Dent Metal ExitWound = AEmitter CopyOf = Dent Metal GoldValue = 50 AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 4 Depth = 10 DeepCheck = 0 JointStrength = 100 JointStiffness = 0.5 JointOffset = Vector X = -4 Y = 4 DrawAfterParent = 0 StanceOffset = Vector X = -1 Y = 6 SharpStanceOffset = Vector X = 3 Y = 3 SupportOffset = Vector X = 5 Y = 3 ParentOffset = Vector X = 17 Y = 0 SharpLength = 150 Magazine = Magazine CopyOf = My Magazine Flash = Attachable CopyOf = Muzzle Flash SMG FireSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/SMGs/Mp5 Single.wav EmptySound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/EmptyClick3.wav ReloadStartSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadStart.wav ReloadEndSound = Sound AddSample = ContentFile FilePath = Base.rte/Devices/ReloadEnd.wav RateOfFire = 1000 ReloadTime = 3000 FullAuto = 1 FireIgnoresThis = 1 ShakeRange = 8 SharpShakeRange = 4 NoSupportFactor = 2.5 ParticleSpreadRange = 1 ShellSpreadRange = 8 ShellAngVelRange = 2 MuzzleOffset = Vector X = 15 Y = -1 EjectionOffset = Vector X = -1 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Babby's First Weapon Gib H Offset = Vector X = 0 Y = 0 AddGib = Gib GibParticle = MOSRotating CopyOf = Babby's First Weapon Gib I Offset = Vector X = -3 Y = -3 AddGib = Gib GibParticle = MOSRotating CopyOf = Babby's First Weapon Gib A Offset = Vector X = -7 Y = -1 AddGib = Gib GibParticle = MOSRotating CopyOf = Coalition Weapons Gib I Offset = Vector X = -4.5 Y = 1 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 1 Count = 5 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Spark Yellow 2 Count = 6 Spread = 2.25 MaxVelocity = 20 MinVelocity = 8 AddGib = Gib GibParticle = MOPixel CopyOf = Drop Oil Count = 5 Spread = 2.25 MaxVelocity = 10 MinVelocity = 1 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Rust Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 AddGib = Gib GibParticle = MOSParticle CopyOf = Gib Metal Grey Micro A Count = 2 Spread = 2.25 MaxVelocity = 15 MinVelocity = 5 GibWoundLimit = 6
Sun Apr 13, 2014 5:34 am
Arcalane
Joined: Sun Jan 28, 2007 10:32 pm Posts: 1609 Location: UK
Re: Exploding Arms
Those rifles look to be way too heavy. Most guns are in the 3-6 Mass range.
That said I can't say anything more without seeing the stats of the magazine and projectile. What's the mass of the bullets and what's their firevelocity? 1000RPM with high-mass rounds is probably the cause of the problem here.
Also, the important part of JointStrength/Stiffness is on the wielding actor, not the gun itself, IIRC?
Sun Apr 13, 2014 5:42 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Exploding Arms
Yeah, was thinking of that.
If he's using a modded actor the issue could be the actor.
I'm also intrigued, it only happened when the gun touched something? What about when it fired?
Sun Apr 13, 2014 5:46 am
Major
Joined: Sun May 30, 2010 5:30 am Posts: 853 Location: Auckland, NZ
Re: Exploding Arms
Nah, mass shouldn't be the problem, IIRC the heavy cannon in my Dummy expansion weighs 65 and fires 400kg mass slugs.
Sun Apr 13, 2014 8:02 am
Ricochet
Joined: Thu Oct 04, 2012 4:53 am Posts: 30
Re: Exploding Arms
Firing was completely fine, and the weight seemed to have about as much affect on the actors as a standard Coalition rifle. The arms just break off whenever the actor walks into a surface with the gun facing forward. It's as soon as pressure is put on the gun itself.
Sun Apr 13, 2014 9:26 am
Asklar
Data Realms Elite
Joined: Fri Jan 07, 2011 8:01 am Posts: 6211 Location: In your office, earning your salary.
Re: Exploding Arms
Are you using a modded actor? Or is it a vanilla one?
Sun Apr 13, 2014 8:08 pm
Ricochet
Joined: Thu Oct 04, 2012 4:53 am Posts: 30
Re: Exploding Arms
Vanilla. And I've tried many different ones. I made the first gun and gave up because of this problem about a year ago and just recently decided to try again.
Tue Apr 15, 2014 3:55 am
Corpsey
Joined: Sun Jul 22, 2012 3:06 pm Posts: 129
Re: Exploding Arms
Try using more standard AtomGroup and DeepGroup settings;
Code:
AtomGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 2 Depth = 0 DeepGroup = AtomGroup AutoGenerate = 1 Material = Material CopyOf = Military Stuff Resolution = 3 Depth = 1 DeepCheck = 1
Edit: nvm a lot of weapons seem to use your atomgroup settings... Are you having the magazine with HitsMOs/GetsHitByMOs?
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