Damage radius of dynamite


(Mean Mr. Mustard) #1

From the LDR:

When a team plants explosives next to a construction objective the func_constructible defines where the explosives can be planted. Because some explosives have a wide damage radius be careful not to create func_constructible entities too close to each other.

I am now noticing you can plant dynamite further than I anticipated on some of my objectives (like outside fences) and still blow them up. What is the damage radius of dynamite (and a satchel, I guess). And is it controlled from the origin of the func_constructible?


(sock) #2

I am now noticing you can plant dynamite further than I anticipated on some of my objectives (like outside fences) and still blow them up. What is the damage radius of dynamite (and a satchel, I guess). And is it controlled from the origin of the func_constructible?

Yep the dynamite has a wide radius.Once I’ve spoken to a coder I will confirm the values, but its a very high value and caused no end of problems during development. There are so many expliots in the original maps because of the dynamite radius being too large. There is not much that can be done about it besides the warning in the LDR don’t place func_contructibles too close together and make sure the surrounding area is fairly open. Otherwise you will get situations like the water pumps in oasis, (old city) where you can plant the dynamite on the roof.

Sock
:moo:


(Fusen) #3

no no no thats a good bug when you enter the 2 little rooms abe the water pump which have the axis only doors on you can chuck dyno in the window ledge and let it go BOOM :clap:

its basically the only way to take out the water pump when playing in a non pubby match


TOYOTA RACING DEVELOPMENT HISTORY


(sock) #4

no no no thats a good bug when you enter the 2 little rooms abe the water pump which have the axis only doors on you can chuck dyno in the window ledge and let it go BOOM

Well its certainly things that mappers should be aware of, so if they dont want such strats be used then they need to change their maps. Its certainly valid gameplay and these things are usually discovered from good playtesting.

Sock
:moo:


(Mean Mr. Mustard) #5

Just wondering if you’ve had a chance to find out yet sock…


(sock) #6

Just wondering if you’ve had a chance to find out yet sock…

Sorry I had forgotten, the radius is 400 map units.

Sock
:moo:


(Mean Mr. Mustard) #7

hehe - danke!

Wow - that is quite large!!


(jah) #8

hum… didn’t bani corrected the radius on etpro? at least i think i read something about that on the etpro foruns saying that most of the dyna bug plants/exploits had been fixed.

maybe i was dreaming :s


(sock) #9

hum… didn’t bani corrected the radius on etpro? at least i think i read something about that on the etpro foruns saying that most of the dyna bug plants/exploits had been fixed.

As far as Im aware (I asked the coders) the “main” game has not been changed because that would change the way the original game was designed. I do say “designed” because it was intentionally left that high. During testing the dynamite range was highlighted as a possible issue but it was decided to be left.

Sock
:moo:


(SteelRat) #10

I had this problem on the Island map that I had to re-relase…
On the current project I am working on I solved this by using func_static thanks to FireFly. Maybe this could give you a hint on how to work around the problem: http://www.splashdamage.com/index.php?name=pnPHPbb2&file=viewtopic&t=7205

I only made a small part of the objective func_explosive, all the other parts I made func_static (as well as the debris) so they would not be affected by the TNT and then control their visibility and additional explosions from the script.

/SteelRat