Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Sun Sep 11, 2016 10:27 am Post subject:
I believe this is linked to the problem of rippling and AE being centered around the target cell, not the actual point of projectile detonation. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
It is just another logic combination that doesn't work by default. Kirov bomb is totally 'unguided dummy' and it doesn't know what it really hits since it just releases and explodes by the set values. PreImpactAnim logic assumes the intended target which is often correct but here it can't work. QUICK_EDIT
Joined: 09 Mar 2008 Location: Osaka (JP)/Hong Kong/Germany
Posted: Mon Sep 12, 2016 2:26 pm Post subject:
You're seeing correctly - he set DetonationAltitude=0, so the projectile will detonate as soon as it is spawned (i.e. right underneath the Kirov).
Edit:
Oh, I suppose I should add: the purpose of the MakeInfantry is to make shrapnel work at the point of impact without requiring an infantry or vehicle object to already be there. _________________
Mao Zedong wrote:
Our mission, unfinished, may take a thousand years.
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