Piece of cake, just have to slap those pieces onto some bones and use the world famous Havok engine, then record the animation and boooya simulated physic animations! Didn't know I had a little fanbase going on around here lol Ontopic, those who know how to edit verticies should easily be able to rip out parts of the exsisting vehicles and save them out as models, easy as pie, lets see who gets to it first.
Give an example of a doable system that won't stress the connection too much. Remember, we're already pushing it, and we still need to put in aircraft :p
well I guess 1 tank exploding would be the same as having 10 nades being thrown at one spot... Now picture 2 tanks inc. on escort and the whole NF team nadespamming em OK. I see your point... :D
What i mean is that if this got put in, it shouldn't be too hard to switch between making it server side or client side. so we can see if it is ok on the server or not. I personally don't think it'll be too bad. does each peice become a phys_prop or can we use something else? phys_prop should be fine; hammer says that you're allowed 100 of them in a multiplayer map, so 10 coming from each vehicle that die after 2 mins shouldn't be too bad.
Non-solid debris could also be used, so you'd have 2 solid "dangerous" large pieces of debris, and 8 non-solid non-dangerous small pieces of debris.
I don't think it would be a problem to make all of it non-solid. I can't remember what the flag for it is called; I think it might actually be "debris". Anyway, it doesn't collide with players or other debris. I think that, client-side, would be perfect. I mean, this is a purely graphical effect, after all. Who cares if the gibs aren't in the same place for everyone? They're not going to be around for that long anyway.
yep. the only real point to this is that instead of thinking "i killed a tank" you will think "holy shit, i did that" as the tank is torn apart by an explosion. much more satisfying than a hop.
How would you stop this for low end computers? If its just client side and it slows computers down. Could you only make it happen if you had High Texture selected or something like that? Every time you post we scream like teenage girls at a concert.
I like the 2 dangerous and however-many non-dangerous gibs. The dangerous ones would be serverside, but the ones that are just there for dramatic effect could be calculated at the client comp's leisure, or just turned off if you can't spare the processing power. EDIT: However, I would still like some good-sized debris to hide behind. Firefights don't get any cooler or more desperate than when outgunned and outmanned tank crew survivors fight for their lives hiding behind a burning hulk.
That'd be intense if tank hulks never disappeared and the battlefield became littered with them. Hardcore I don't think source can do it though
sure it can; what's the maximum that you think the server can take before lagging? 15? 20? it could be a changable variable. when the number of old vehicle carcusses that havn't been deconstructed or destroyed by more explosives reaches that number then the old ones dissappear... but that's just my crazy ramblings, which are, as usual, far far easier spammingly said than done.
Actually, that was seen most clearly in one of the hotfixes shortly after 1.0, when Krenzo tweaked the vehicles and effectively cut the lag out.
Driving on a battlefield was fucking epic. Having awesome 5 vs 5 tank fights with you hiding behind the destroyed carcasses of your allies > everything.