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Help setting up Gib Meshes

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  • replied
    I'll try to make a blog post, but so far you need a "KAssetActor" and then cut the mesh in max or blender or wtvr and then go for spawning a KAssetActor with that limp. And then SetPhysics(PHYS_RigidBody); and much more.

    https://docs.unrealengine.com/udk/Th...Animation.html

    Leave a comment:


  • replied
    @Neongho

    Hello mate.

    Thanks for the info.

    Man, sometimes the answer is so simply that you feel yourself as a complete idiot

    Now I remembered, I have removed (instead of commenting) the line bAlwaysGibs=true for my custom weapons damage classes.

    Now the israeli soldiers are gibbing flawlessly (and bloodly) , their body parts fly through the screen...

    I am thinking on change a bit the name of my game, like:

    Fursan al-Aqsa - Knights of al-Aqsa Mosque
    Tactical Terrorism Simulation



    About your custom gib system, yeah, off course, please tell me how you created it, but in noob terms, because I am still studying and learning Unreal Script.

    Cheers!

    Leave a comment:


  • replied
    I created my own gib system in my own way, want to know about it? it uses the skeletal mesh component for it, instead of bone breaking.

    Leave a comment:


  • started a topic Help setting up Gib Meshes

    Help setting up Gib Meshes

    Hello guys, just a small help needed here.

    I know that UDK, by default, spawns gib meshes (gore meshes) for enemies killed with a rocket launcher (there is a property in UTDmgType for each weapon to activate the gib effect).

    The problem is that I did turn off gib on some UT Class (some time ago, I think in 2017 whenever I began developing my game), and now I want gibs back, but I trully don't remember which class I deactivated the spawn of Gib Meshes

    Here is my characters Family Class, it's everything correct, these gib meshes classes exist, and I even deleted my modified gibs classes and replaced with original udk gibs classes.

    The enemy is destroyed but the gibs are not spawned

    Code:
    /**
     * Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
     */
    
    class UTFamilyInfo_FursanAqsa extends UTFamilyInfo
        abstract;
    
    defaultproperties
    {
        FamilyID="Jihad"
        Faction="Fursan Aqsa"
    
        HeadShotEffect=ParticleSystem'T_FX_UT3.Effects.P_FX_HeadShot'
        BloodSplatterDecalMaterial=MaterialInstanceTimeVarying'T_FX_UT3.DecalMaterials.MITV_FX_BloodDecal_Small01'
        GibExplosionTemplate=ParticleSystem'T_FX_UT3.Effects.P_FX_GibExplode'
    
        HeadGib=(BoneName=b_Head,GibClass=class'UTGib_RobotHead',bHighDetailOnly=false)
        Gibs[0]=(BoneName=b_LeftForeArm,GibClass=class'UTGib_RobotArm',bHighDetailOnly=false)
        Gibs[1]=(BoneName=b_LeftLeg,GibClass=class'UTGib_RobotLeg',bHighDetailOnly=false)
        Gibs[2]=(BoneName=b_RightLeg,GibClass=class'UTGib_RobotLeg',bHighDetailOnly=false)
        Gibs[3]=(BoneName=b_Spine,GibClass=class'UTGib_RobotTorso',bHighDetailOnly=false)
        Gibs[4]=(BoneName=b_Spine1,GibClass=class'UTGib_RobotChunk',bHighDetailOnly=true)
        Gibs[5]=(BoneName=b_Spine2,GibClass=class'UTGib_RobotChunk',bHighDetailOnly=true)
        Gibs[6]=(BoneName=b_LeftClav,GibClass=class'UTGib_RobotChunk',bHighDetailOnly=true)
        Gibs[7]=(BoneName=b_RightClav,GibClass=class'UTGib_RobotArm',bHighDetailOnly=true)
        Gibs[8]=(BoneName=b_Head,GibClass=class'UTGib_RobotHead',bHighDetailOnly=false)
    
        BloodEffects[0]=(Template=ParticleSystem'T_FX_UT3.Effects.P_FX_Bloodhit_01_Far',MinDistance=750.0)
        BloodEffects[1]=(Template=ParticleSystem'T_FX_UT3.Effects.P_FX_Bloodhit_01_Mid',MinDistance=350.0)
        BloodEffects[2]=(Template=ParticleSystem'T_FX_UT3.Effects.P_FX_Bloodhit_01_Near',MinDistance=0.0)
    
        BaseTranslationOffset=14.0
    }
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