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Burnout UT: Road Rampage
https://www.runestorm.com/forums/viewtopic.php?f=71&t=25613
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Author:  OCAdam [ Sun Jan 21, 2007 10:47 am ]
Post subject:  Burnout UT: Road Rampage

I need some help to find how to code in a few things, and I know it shouldn't be too hard to get, I think. It would require a ton of static meshes or vehicle animations, but there is only one part I don't know if it's possible to do.

My idea is to make the vehicles pretty destructable in range of UT2004's vehicle system. The cars all have to be destructable to an extent in a range of areas:

1. front bumper (fall off then crumple) OR (split in two and hanging, then fall off individually)
2. hood (crumple then fall off)
3. engine area (side quarter panels and actual engine) (crumple)
4. roof 'n' glass (for Vertical Takedowns, and roof crashes) (crumple)
5. side skirts (crumple then fall off)
6. doors (open and crumpled, then fall off)
7. rear bumper (hanging then fall off)
8. sploiler (bent, then hanging, then fall off)
9. trunk (bent, then fall off)
10. rear area (crumples)
11. tires (fall off)
12. totalled (completely bent to 30 degree angle instead of normal 0)
13. exploded (totalled, but with exploded textures)

---

I wanna know how to make the car recognize when it has enough damage in a certain area to just start falling apart by use of bones. Is it possible to make a part of the car detach from the bone? If not, then I guess to just have the car only have just a crashed state, exploded state, and normal racing state?

Author:  Mr.UglyPants [ Sun Jan 21, 2007 10:49 am ]
Post subject:  Burnout UT: Road Rampage

well for that last question, wouldn't it be best to code each area with a certain amount of health, then when that health is gone that corresponding part falls off or gets broken.

Author:  OCAdam [ Sun Jan 21, 2007 10:54 am ]
Post subject:  Burnout UT: Road Rampage

That's exactly what I was thinking, but I just need to know how to get it to be coded in that way. The way to make it do that would be by each part, being a different area of the car, and has a separate health to the car, but I need to know if the bone system would let me do that...

Author:  Captain Xavious [ Sun Jan 21, 2007 11:06 am ]
Post subject:  Burnout UT: Road Rampage

Mayhaps you should take a look at the scorpian. While probably quite a bit different, it might give you some ideas, as the sling arms can each break off individually.

Author:  OCAdam [ Sun Jan 21, 2007 11:09 am ]
Post subject:  Burnout UT: Road Rampage

Yeah, I'd probably look into that soon. Hey, just as a question, since my bro neer gave me his MDE thing he uses to program with, can you get me a link? I can't really code that well when just using UEd's coder...

If I get that to work, then I'll try to make it where the scorpion has the arms only break after taking at least 20 damage. I think they may already work with the car being with health on the arms individually, but it's best to check.

Author:  Captain Xavious [ Sun Jan 21, 2007 11:18 am ]
Post subject:  Burnout UT: Road Rampage

Do you mean UDE? I found the link to that, right here.

Author:  OCAdam [ Sun Jan 21, 2007 11:26 am ]
Post subject:  Burnout UT: Road Rampage

Uh, yeah... I'll use that instead. That should work a bit better! He used Microsoft DE, but not Unreal DE. Shoul be better to use UDE though.

Any help on the part of figuring out detaching objects from bones?

Author:  Captain Xavious [ Sun Jan 21, 2007 11:33 am ]
Post subject:  Burnout UT: Road Rampage

Oh, never knew about that. But yeah, UDE should probably work better. Its what the pros like DC use. ;)

As for help on the detaching objects from bones... not a clue.

Author:  OCAdam [ Sun Jan 21, 2007 12:10 pm ]
Post subject:  Burnout UT: Road Rampage

Maybe if SB came in and saw the topic so he could get DC in here... then I might get somewhere!

Author:  OCAdam [ Sun Jan 21, 2007 2:09 pm ]
Post subject:  Burnout UT: Road Rampage

Here's a pic of the areas to break apart. Blue means crumple zones, and red means it can fall off. Darker colors were used at time to show it was a different area of the car.[br][img width=185 height=60]../../files/public/1169410193_246_FT25613_simple_car_crush_zones.jpg[/img]

Author:  ShadowBlade [ Mon Jan 22, 2007 3:14 am ]
Post subject:  Burnout UT: Road Rampage

Hey..

DC says "go to the beyondunreal and look up skeletal heirarchies.. also http://udn.epicgames.com/Main/WebHome "

look up any skeletal anim stuff you can :)

if you need more help, PM 'ol DC..

Author:  OCAdam [ Mon Jan 22, 2007 3:45 pm ]
Post subject:  Burnout UT: Road Rampage

Okay SB. That should do the trick! Now to learn to code this all in... Maybe this should just be a mod for UT2k7 with all its newer stuff. I hear its easier to code in also.

Edit: Okay, I had this idea, but I also need to know how to do this. I'm going to just create a test level, a large free-roam city for use of testing different things out. First, I'm making everything very SMALL so I can fit the entire city without worry of draw distances. This might blow up crap computers, but I want to have ll the players and vehicles at where instead of being 92UU tall, make 'em 16UU tall.

Another reason to do this is because I seem to make better things with smaller objects. Either way, if this is to work, I need some know-how on making players and vehicles all tiny. I don't need Godzillas in this city! Ai...

Author:  ShadowBlade [ Wed Jan 24, 2007 2:52 am ]
Post subject:  Burnout UT: Road Rampage

good luck! :)

lots of looking at other code helps..

Author:  OCAdam [ Tue Jan 30, 2007 7:18 pm ]
Post subject:  Burnout UT: Road Rampage

Dang, haven't been able to do much for this mod yet. I'm right now just trying to figure how to make the levels where the walls don't just have you crash, but push you back so you don't damage your car, since I'm only giving the cars 10 health. I'm trying to also go where the cars don't damage each other unless they are able to get past the push-back collision suff I have planned, where you have aspecial volume to shove the car away from the wall or other car so yuo don't damage the car. Of course a high speed impact will still hurt and blow up the cars.

Now to just find where to change the vehicle settings to make a custom test Scorpion... in a factory with a new compiled .u file...

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