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Destructables

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Dr.Flay™
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Joined: Sun Dec 09, 2012 5:57 pm

Destructables

Post by Dr.Flay™ »

Finally you can now easily make destroyable maps and buildings, ships etc.  \o/
http://www.ut99.org/viewtopic.php?f=5&t=4877
Destructibles- a simple way to make breakable stuff for your maps

Please take the time and read the instructions. There is a small learning curve but once you sort that out then the making and placing of destructibles will be quick and easy.

Installation: If you need help with this part then delete the mod and go back to Halo. Seriously.


Overview:
Destructibles have three classes- DestructibleGlass, DestructibleWood, and DestructibleStone. Choose the one closest to the material you are working with as the effects are tailored to each one.

To create:
With your map open, select the actor class browser and open the Destructibles.u package. Now, take your chosen BSP you want to make the destructible from and put your builder brush around it just like you are making a normal mover. Intersect the BSP and then right-click the "create a mover" button. You'll see three new mover classes. Select the one that is your material and the editor will make you a mover. Now place that mover where you want the destructible placed. It's almost ready for use once we adjust the properties.

Open the defaultproperties for your new Destructible mover. You will find these new settings:
ExplosionDimensions=
ChunkSize=
ChunkNumber=
ChunkTexture=
BreakingSound=

Let's do a quick rundown of these settings...

First, ExplosionDimensions sets the radius around the mover's center where the chunks will spawn. A higher number means the chunks spawn farther away. Small models will need 30-50 and larger models may need 100 or more. Experiment to see visually what looks the best given your chosen thing.
Next is ChunkSize. This is the size of the created chunks. 1 is default, 2.5 or 3 is pretty large and .25 is pretty small. Again, just test and see what works.
ChunkNumber is the number of created chunks when the object is destroyed. Don't overdo this number, try to be realistic. 3 or 4 usually works for stone, a few more for wood, and glass needs the most.
ChunkTexture is the texture the chunks will have. Does NOT need to be the same as the object being destroyed.
BreakingSound is the sound emitted from the Destructible when it breaks apart.
Lastly, there is a default setting in mover called "DamageThreshold". Don't forget to set this to whatever damage you want your object to take before it breaks apart. Consider this the 'health' setting for your Destructible.

You can see that we tried to make this mod scale from small objects to large ones by adjusting these settings. Overall it gives a good effect suite with very low overhead and minimal stress on the client and almost none on the server.

A few things to keep in mind:

Don't let your Destructible touch anything when it is placed. Because these are subclassed from mover they carry some of the weirdness too. Just give it a single unit of space and things will be fine. If you don't then the Destructible can get buggy and not work right. You were warned if you ignore this.
Also don't forget to set KeyFrame1 and move the Destructible to somewhere in the void that is outside your map. This will give the Destructible a place to go when it is triggered so that it appears it was destroyed to the player. We need to keep the mover and not destroy it since UT really doesn't like it if that happens so placing it's KeyFrame into the void accomplishes all that.

As always, improve this code if you want. Source was included so have at things. This works well for what we wanted and should fit a pretty big variety of sitations but develop on with it if you need something more particular.

Good luck!

papercoffee & gopostal
Early days, so not much to show yet, but here is an early vid of a beta.

Make some stuff, break some stuff, but get creative  8)
William(Rainman)
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Re: Destructables

Post by William(Rainman) »

Now we need someone to redo the Unreal 1/RTNP Maps with Destructables and release it to the public.
Captain_Clark

Re: Destructables

Post by Captain_Clark »

This looks like something interesting to be used in mods. I may use it in OSC once it's finished ;)
Now wesomeone to redo the Unreal 1/RTNP Maps with Destructables and release it to the public. need
I would love to do this, but too much other stuff, sadly...
Maybe this is something that could be implemented into Unreal Enhanced?
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Bleeder91[NL]
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Re: Destructables

Post by Bleeder91[NL] »

Could get messed up though, since it's still a bunch of movers. Could easily screw up collision or other things. At least, that's what happens when I try to make a sliced box out of normal movers XD
Last edited by Bleeder91[NL] on Thu Jun 13, 2013 9:09 am, edited 1 time in total.
Image
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GreatEmerald
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Re: Destructables

Post by GreatEmerald »

This doesn't look much different from the regular BreakingGlass and such, actually...
Maybe this is something that could be implemented into Unreal Enhanced?
As Bleeder mentioned, they are movers, and BSP movers are always very odd-behaving. But most importantly, it would change the gameplay, and I don't want that. So it could be used for some small decorations, perhaps, but nothing major.
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Dr.Flay™
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Re: Destructables

Post by Dr.Flay™ »

Indeed it can be a complete game-changer (just look at Red Faction)

The scope is your imagination, but as pointed out (also in the docs) being made from movers has it's limitations.

Subtle stuff you can do to not change game-play of an existing project is as mentioned.
Think furniture and decorations. Windows and doors could allow the player access to an area not intended yet, depending on size of hole.

Any new map can easily factor-in the alternate routes.
Just plain fun in multiplay, but could make SP games less linear.

You could make booby-traps, or just blow-up the bridge as the enemy are crossing, or blow up the bridge to cover your escape.
You can even build a battleship if you have the patience.

SP and Assault maps would definitely benefit the most from this.
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gopostal
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Re: Destructables

Post by gopostal »

I spent the morning installing Unreal Gold and moving my stuff over on my server box. I'll likely not support this project at all from here forward but anyone is welcome to continue on with it. If you want the (simple) source code just let me know.

As stated above it has some bugs but I purposely kept the code simple and called all default classes. If you had time you might dig into the mover class and attempt to fix the inherit problems it has and this mod would greatly improve. As it is though it's really simple to use and has good visual effects. Liberal use in a normal map would add a lot to the immersive aspect of the game as long as you keep in mind that movers suck ;)
I don't want to give the end away
but we're all going to die one day
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Dr.Flay™
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Re: Destructables

Post by Dr.Flay™ »

BTW. I have asked before someone else asks.
"Does it work with Unreal?"
The answer is no, but it can easily be made for Unreal by copying the classes.

If anyone here is interested in converting it, can they please keep it the same, or submit changes to Gopostal so we can keep the maps or items working for both games.

@Gopo, If you don't want to maintain it beyond this point, we may be wise to allocate it to someone to be the "keeper" so we can make sure changes are kept in both, or at least have the revision info available.
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BobIsUnreal
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Re: Destructables

Post by BobIsUnreal »

brush > static mesh >use mesh collision
woodenbox > set mesh , set fragment classes
done.
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gopostal
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Re: Destructables

Post by gopostal »

No one has to submit anything to me, I've never worked like that. You are free to alter anything I've released however you like. It's the way things should be.
I don't want to give the end away
but we're all going to die one day
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Dr.Flay™
OldUnreal Member
Posts: 423
Joined: Sun Dec 09, 2012 5:57 pm

Re: Destructables

Post by Dr.Flay™ »

I hear ya dude.
I was just meaning so we know where we are, rather than permissions etc.
I'll just try and keep tabs on it then, as I am just wanting things not to break later if someone else has a brain-wave.

Z-enzyme has offered to make builds for 224 and 227, so I will post that here ASAP.

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