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OBD talk:BINA/PAR3: Difference between revisions

glass-piercing bullets
m (flyby sound = OSBD impulse)
(glass-piercing bullets)
Line 1,194: Line 1,194:
  </SuperBallTrigger>
  </SuperBallTrigger>
  -------------------------------------------------------------------------------------------------------------
  -------------------------------------------------------------------------------------------------------------
  78 BreakableStop <StopIfBreakable />
  78 BreakableStop '''<font color="#0000FF" title="It is actually DontStopIfBreakable. See section: glass-piercing bullets"><StopIfBreakable /></font>'''
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  -------------------------------------------------------------------------------------------------------------
  79 Avoid Walls <AvoidWalls>
  79 Avoid Walls <AvoidWalls>
Line 1,236: Line 1,236:
  86 Break Links To <BreakLink />
  86 Break Links To <BreakLink />
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=glass-piercing bullets=
In the original game, w1_tap goes through normal glass and loses its dangerousness while a bullet of w8_mbo stays dangerous.
{| class="wikitable" width=100%
! BINA3RAPw1_tap_p01.xml
! BINA3RAPw8_mbo_p01.xml
|-
|valign="top"|
            <HitWall>
                <ImpactEffect>
                    <ImpactType>w1_tap</ImpactType>
                    <ImpactModifier>3</ImpactModifier>
                </ImpactEffect>
                <DamageEnvironment>
                    <Damage>13</Damage>
                </DamageEnvironment>
                <Chop />
            </HitWall>
|
            <HitWall>
                <DamageEnvironment>
                    <Damage>50</Damage>
                </DamageEnvironment>
                '''<StopIfBreakable />'''
                <ImpactEffect>
                    <ImpactType>w8_mbo</ImpactType>
                    <ImpactModifier>2</ImpactModifier>
                </ImpactEffect>
                <Die />
            </HitWall>
|}
It turned out that <StopIfBreakable /> is actually doing the opposite, hence it should be called <DontStopIfBreakable>.
It's also important that <DamageEnvironment> comes first so that the bullet can go through the glass and the decal effect for the second impact doesn't get lost.




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