View Full Version : How to make bullets go through wood?
Joonas
01-15-2003, 08:05 AM
Cardboard:
DualSided: TRUE
... didn't help...
And what do I need to change in order to get x Painkiller. In the game I mean. More than just the regular 8... images/icons/confused.gif
PS. I'm MODDING NOW! images/icons/grin.gif
Maddieman rules in this forum!
Joonas
01-15-2003, 08:09 AM
I mean: x (amount) of PainKillers. I don't mean to get infinite PainKillers with just some cheat...
Maddieman
01-15-2003, 08:18 AM
Infinite painkillers:
</font><blockquote><font size="1" face="Verdana, Arial">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">player->C_SetInfiniteAmmo ( painkiller ,1);[/code]</blockquote><font size="2" face="Verdana, Arial">I think this works too...
</font><blockquote><font size="1" face="Verdana, Arial">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">player->c_pickupweapon(painkiller);
player->c_pickupammo(painkiller,x);[/code]</blockquote><font size="2" face="Verdana, Arial">I don't think it's actually possible to make projectiles go through anything like that. The way Ken got the projectiles to go through characters was a stroke of coding genius; but I don't think it would apply here - it's not an option you can just flick on and off.
I could be wrong though - I'm not infallible.
Joonas
01-15-2003, 08:30 AM
Thanks. But I meant that in the game you could have more PainKillers in you jacket, waiting for use. More than 8. Without the console...
Joonas
01-15-2003, 08:40 AM
And many mods contain the ability for bullets to go through objects...
images/icons/frown.gif
[ 01-15-2003, 08:43 AM: Message edited by: Joonas ]
Maddieman
01-15-2003, 08:41 AM
Oh right....
That would have been an easy enough hack, provided that Remedy weren't so selective with their inheritance.
In the database\weapons\ folder you'll find the file painkiller.txt. It contains the parameters:
Clipsize = 1;
Pocketsize = 8;
Which you would normally just change. However, this wont work. You will most likely get the error: weapons painkiller and painkiller have the same id when you try to compile.
There is only one way around this, and that is to extract the entire database and rename the x_data.ras file - way too much effort for one little hack. You might also be able to create a brand new painkiller weapon, but again too much effort for one hack.
Put simply: impossible for what it's worth.
Snd many mods contain the ability for bullets to go through objects... <font size="2" face="Verdana, Arial">That's what I thought, but I don't recall them working properly. The only way I can think of is to quickly turn Dynamic Object collision detection off, but that's only going to work on select geometry like doors.
Anyway, show me the links and I'll check the mods out.
[ 01-15-2003, 08:44 AM: Message edited by: Maddieman ]
FreDsom
01-15-2003, 08:42 AM
If you want the bullets to go through wood, you have to check out the material.txt file in the database folder, and edit this code:
</font><blockquote><font size="1" face="Verdana, Arial">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> [Wood]
CharacterCollides = TRUE;
SmallProjectileCollides = TRUE;
BigProjectileCollides = TRUE;
CameraCollides = TRUE;
SmallProjectilePenetrates = FALSE;
AINodeCollides = TRUE;
DrawPolygons = TRUE;
DetailOffset = 0;
SortPriority = 0;
DefaultMaxEdgeLength = ID_MAXEDGELENGTH;
DefaultMaxAngle = ID_MAXANGLE;
AlphaReference = ID_ALPHAREFERENCE;
BlendedAlphaTest = TRUE;
SkyBox = FALSE;
WritesZBuffer = TRUE;
AvailableInDetailLevels = ID_DETAIL_LEVELS_MEDIUM_OR_HIGH;
DetailTilesPerMeter = 2.78;
DetailColorTextureName = "..\..\sharedtextures\wood.jpg";
DetailAlphaTextureName = "..\..\sharedtextures\wood.pcx"; [/code]</blockquote><font size="2" face="Verdana, Arial">you got to edit the "SmallProjectileCollides" value to false and the "SmallProjectilePenetrates" value to true
now you can shot through any texture that are in the wood category. I think images/icons/rolleyes.gif
Maddieman
01-15-2003, 08:45 AM
I'll check it out.
Joonas
01-15-2003, 08:47 AM
Fredsom - Thank you
MaddieMan - But some mods have that ability... images/icons/confused.gif images/icons/frown.gif images/icons/confused.gif images/icons/frown.gif
Joonas
01-15-2003, 08:49 AM
HEY! Maddie! What about if I modify the "Flesh" in the Materials.txt? Could that make it happen? The human throught-shooting? images/icons/tongue.gif
Maddieman
01-15-2003, 08:52 AM
Ahem:
Exception in engineInit: X_sharedDB: Material "wood" collision flags invalid<font size="2" face="Verdana, Arial">There is only 1 mod that I've played that got it working - kung fu. Even so, it only went through characters, by spawning dummy projectiles.
Show me a link to the mod, and I'll take a look to see if it actuall works, and how.
edit:
The human throught-shooting? <font size="2" face="Verdana, Arial">I have shooting through characters already working - via projectiles.
Joonas
01-15-2003, 08:56 AM
Didn't gave me the error message when putting the SmallProjectileCollision: FALSE
images/icons/smile.gif
Maddieman
01-15-2003, 08:58 AM
graemlins/doh.gif I know what I did wrong...lets have another try. graemlins/tinyted.gif
Joonas
01-15-2003, 09:01 AM
http://www.maxpayneheadquarters.com/dlfile.php?file_id=57
Maddieman
01-15-2003, 09:06 AM
So it works after all. images/icons/smile.gif
What's good is that the decals still appear on the geometry - I had a feeling that the projectile would just pass through it like air.
Pity you can set it to certain projectiles though - eg the desert eagle or something.
I have a feeling it wont work with characters either- I tried to create character decals, which didn't seem to work. Still I'll play around with it for a bit to find out what works and what doesn't.
FreDsom
01-15-2003, 09:13 AM
Originally posted by Joonas:
HEY! Maddie! What about if I modify the "Flesh" in the Materials.txt? Could that make it happen? The human throught-shooting? images/icons/tongue.gif <font size="2" face="Verdana, Arial">That will only create a new texture category in maxed
Joonas
01-15-2003, 09:21 AM
Tell me more.
FreDsom
01-15-2003, 09:31 AM
about the matrial.txt file?
Joonas
01-15-2003, 11:52 AM
Well, just explain few things about modding. Yes, the materials.txt...
FreDsom
01-15-2003, 03:00 PM
Originally posted by Joonas:
Well, just explain few things about modding. Yes, the materials.txt... <font size="2" face="Verdana, Arial">hmm.. in maxed you can chose between a difrent type of texture categories. (ex: defualt. wood, metal) In the material.txt file, you can edit the settings for these categories. You can also add new ones. To add a new one, simply copy one of the categories and past it in the botom of the file (or where ever you want it)
Then you change ex: [metal] to [grass]
then you just edit all the values so the fit this category.
that's all I can say, but this is easy, just mess around in the material.txt file and see whats happen.
[ 01-15-2003, 03:05 PM: Message edited by: FreDsom ]
william ford
01-15-2003, 08:37 PM
Instead of doin all the coding bullcrap why didn't u just put your texture in the no bullet collides one...you know the one that the green texture is in. Then only the one texture gets effected not just the hole catagory.
Maddieman
01-16-2003, 12:20 AM
I've found a problem with this whole thing.
As good as it is, it also means that the enemies can see through the texture. While it's ok for most areas; in some parts you get enemies shooting through 3 walls to get to you - the player has no idea where they are.
Maybe it would be more appropriate with custom materials and levels.
FreDsom
01-16-2003, 08:00 AM
nah.. then you don't get the correct PFX and decal. The best way to do it, is just to copy and paste the wood category and then rename it to ex: [wood2] And I wouldn't call this coding, it's a simple cut and paste job..
[ 01-16-2003, 08:03 AM: Message edited by: FreDsom ]
william ford
01-16-2003, 08:17 PM
Oh yeah the particals....well i look quite the fool.
Joonas
01-21-2003, 08:48 AM
So... how to make the enemies "blind" again?
PS. I am not going to remove the SmallProjectilePenetrates = TRUE...
Fraeon Waser Duhni
01-21-2003, 08:53 AM
My guess is to check if the AINodecollision part is set to true. images/icons/blush.gif
Joonas
01-21-2003, 11:44 AM
It is... images/icons/frown.gif images/icons/confused.gif images/icons/confused.gif
Joonas
01-24-2003, 05:27 PM
Originally posted by Joonas:
It is... images/icons/frown.gif images/icons/confused.gif images/icons/confused.gif <font size="2" face="Verdana, Arial">It is still...
Maddieman
01-24-2003, 05:33 PM
Change it to false then?
/shrugs
I can't see you getting around this to be honest; I think you'll have to make a compromise somewhere. Then again, surprise me. images/icons/smile.gif
Joonas
01-26-2003, 10:49 AM
Originally posted by Maddieman:
Change it to false then?
/shrugs
I can't see you getting around this to be honest; I think you'll have to make a compromise somewhere. Then again, surprise me. images/icons/smile.gif <font size="2" face="Verdana, Arial">Surprise you?
Hmm...
Hmmmm... images/icons/confused.gif
I GOT IT!
...no, I was wrong... images/icons/frown.gif
= didn't work...
graemlins/brickwall.gif
graemlins/brickwall.gif
Joonas
01-30-2003, 07:48 AM
Anymore ideas?
images/icons/frown.gif images/icons/frown.gif images/icons/frown.gif images/icons/frown.gif
vBulletin® v3.8.0 Beta 3, Copyright ©2000-2008, Jelsoft Enterprises Ltd.