Trying to mimick how Blood(1997) dynamite works

Hello everyone! I am trying to basically recreate Bloods dynamite, i have its basic functions working (charge throw, explode on contact with enemy) but im trying to figure out the damage model for when an actor is somewhere in the explosion radius, how much damage is dealt if enemy is at x location within radius and Y distance from the center of the radius. In my research i have looked at falling damage and tried to replicate that but that ended up not working at all. Any advice would be much appreciated, thank you all so much!

Here’s how I’d try it first:

  • make a sphere collider for the max range damage can be applied

  • on explosion, get all damageable actors overallped by that collider

  • get their distance from the dynamite

  • use map range clamped to apply damage based on distance ( you could also use a curve for finer control)

Thats the basics of it. Of course you may have additional things, like make sure there isn’t something obstructing the way like a brick wall. A line trace from dynamite to damageable actor can check for that.

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Sorry it took me so long to reply, been putting out a few other fires in other BPs and kind of put this one on the backburner for a bit.

Anyways, I have two spheres that expand on a time loop that when called expands to 3000uu and it expands at a rate of 150uu+0.25sphere collision scale. Would it be better to use that to control the physics aspect and just simplify it down to what you suggested? Also I deal damage to actors with Event Radial Damage. So I need to make an array? Or use an interface? Below is the current script for it, I tried to setup the dynamic damage model, base damage is 600 and my damage model kind of works, but standing pretty much on top of the dynamite only deals around 175 damage sometimes 200, it could be because of I am using a sphere that expands from .25 up to 3000…on more testing the outer radius doesn’t deal damage at all and its just the inner radius that does. In some weird cases (1 in 10 throws) the dynamite gives health of about 133, anyways heres the blueprint, thank you so much for the advice and help :slight_smile:

Main script, beginning is the fuse burning


Expanding sphere loops

attempt at dynamic damage model

weird artifact that causes the dynamite to give health randomly if I had to guess 1/10th of the time its thrown
dynamitegivehealth

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