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2.3.3 Other smashable stuff, made by C2 Scientist


Let's take a detailed look at different lines. The example is completely empty, but click the "details" to see explanations.
// Start of smashable item

0		// Flags, See Smash Details 1 Below
&PetPump	// Name of trigger &model, See Smash Details 2 Below
nochange	// Mode, See Smash Details 3 Below
0		// Removal threshold, See Smash Details 4 Below

// Connotations
0		// Number of possible sounds, See Smash Details 5 Below
0		// Shrapnel count, See Smash Details 6 Below
0		// Number of explosion groups, See Smash Details 7 Below
none		// Slick material, See Smash Details 12 Below
0		// Number of non car cuboids activated, See Smash Details 10 Below
0		// Radius of side-effect smashes, See Smash Details 11 Below
0		// Extensions flags (?)
0		// Room turn on code, gives a powerup. Get the number from data/powerups.txt. Example: 14 = mine.
none		// Award code, See Smash Details 8 Below
0		// Number of run time variable changes, See Smash Details 9 Below

0		// Reserved 1, these four don't do anything.
0		// Reserved 2
0		// Reserved 3
0		// Reserved 4



Smash Details 1
I don't know what "flags" are used for. 0 and 1 work normally, but 2 or more makes the smashable object rock-solid. (Can't be destroyed)


Smash Details 2
The trigger model in your track, which will be destroyed after impact. The name in Plaything 2 must be exactly same as here, and a smashable must have "&"-letter in the beginning of its name. (&PetPump) No .ACT in the end of the name is necessary, as long as the names are similar.


Smash Details 3
Nochange / Replacemodel / Remove / Texturechange.

Nochange: Nothing happens to the original model. You can still have explosions, shrapnel materials or awards, for some reason. Nochange is used for switches, because nothing happens to switch, but it can still cause a damaging force to some part of the track. (To destroy barriers in Nuke-mission, for example)
Replacemodel: The original model will be replaced with some other model, like in the city track the petrol pump will be replaced. Write these between "Number of run time variables" and "Reserved 1":
PetPump_broke		// New model
100			// Chance of fire/smoke (percentages)
1			// Number of fires/smoke columns
0,0			// Min,Max smokiness (0=fire, 1=black smoke, 2=grey smoke, 3=white smoke)

Remove: Just removes the original model. As always, you can have explosions, shrapnel materials, awards, etc.
Texturechange: See Econobrick's "Smashable glass"-chapter


Smash Details 4
How hard the hit must be to destroy the object, just write the number. Imagine a minimum collision force where the object is destroyed, and calculate the threshold with this:
[Speed x Mass x 0.025 = Threshold]

Example 1: Object will be destroyed when a 1.5-ton-vehicle hits it at 100 mph. What is the threshold? Speed = 100 (mph, or whatever the Carmageddon velocity units are) Mass = 1.5 (tons) Threshold = ? Speed x Mass x 0.025 = Threshold -> 100 x 1.5 x 0.025 = 3.75 Answer: The threshold is 3.75.
Example 2: How fast must a 5-ton vehicle drive, to destroy a object which threshold is 1000? Threshold = 1000 Mass = 5 (tons) Speed = ? (mph) Speed = Threshold ÷ (0.025 * Mass) -> Speed = 1000 ÷ (0.025 * 5) = 1000 ÷ 0.125 = 8000 (mph)
Finally, all three variations: 1. Threshold = Speed x Mass x 0.025 2. Speed = Threshold ÷ (Mass x 0.025) 3. Mass = Threshold ÷ (Speed x 0.025)



Smash Details 5
What possible sounds are played when the object is destroyed. First write the number of possible sounds, then the sound IDs in data/sound.txt.

Like this:
1		// Number of possible sounds
5400		// Sound ID



Smash Details 6
The number of shrapnel materials. There are different types of shrapnel materials: noncars/ghostparts/shards. Shards are probably only used in texturechange.

Noncars: (After the impact, noncar model(s) appear and starts flying and moving around, physics file needed in data/noncars)
1	// Shrapnel count
Noncars	// Shrapnel type
0,0	// Min, max towards you speed
0.6	// Impactee velocity factor
0	// Random velocity (max)
30	// Random up velocity (max)
0	// Random normal velocity (max)
2.0	// Random spin rate (max)
		
	actorbased	   // How the shrapnel bits are initially placed in the world
	-1,-1		   // Min , Max number of shrapnel bits to be used. -1,-1 = use each bit once.
	100		   // Chance of fire/smoke as percentages
	1		   // Number of fires/smoke columns
	0,0		   // Min,Max smokiness (0=fire, 1=black smoke, 2=grey smoke, 3=white smoke)
	&petpump.act  	   // Shrapnel material in track's folder. (ACT, MAT & DAT must be in the folder) 
	1		   // Number of separate actors in file
	&petpump.act 	   // Actor name
	99petpump.txt	   // Non-car text file to use for the above actor
	

Ghostparts: (These appear flying again, but go through the ground and disappear after couple of seconds.
1		// Shrapnel count
Ghostparts	// Shrapnel type
0,0		// Min, max towards you speed
0.8		// Impactee velocity factor
4		// Random velocity (max)
25		// Random up velocity (max)
0		// Random normal velocity (max)
40		// Random spin rate (max)
actorbased	// How the shrapnel bits are initially placed in the world
3 , 4		// Min time, Max time before the shrapnel bits vanish
-1		// Count (Write -1 to these two to use every bit in shrapnel material exactly once)
-1		// Count
Smashparts.act	// Shrapnel material (in track's folder again, ACT, MAT & DAT must be there)

Shards: (The texture will be divided into shards, which drop through the ground and vanish)
1			// Shrapnel count
Shards			// Shrapnel type
0,18			// Min, max towards you speed
0.3			// Impactee velocity factor
0.5			// Random velocity (max)
0			// Random up velocity (max)
0			// Random normal velocity (max)
15.0			// Random spin rate (max)
1.5,2.5			// Min time, Max time before vanishing
.4			// Min cut length
0			// Flags
R\25GL5			// Shrapnel material in track's folder, some .MAT file.



Smash Details 7
1		// Number of explosion groups. If more than 1, don't write this line again, when copying the other lines.
	1,1		// min count, max count of explosion "clouds"
	0,0		// min start delay, max start delay
	0,0.25,0	// offset (X,Y,Z) Now the explosions appear at height of 0.25.
	0,0.1		// min x factor, max x factor
	0,0.1		// min y factor, max y factor
	0,0.1		// min z factor, max z factor
	8,8		// min frame rate, max frame rate
	15,15		// min scaling factor, max scaling factor (Big bangs or not?)
	randomrotate	// rotate mode
	7		// Number of frames
		50		// Opacity
		ex00001		// Frame pix names
		75
		ex00002
		75
		ex00003
		100
		ex00004
		100
		ex00005
		50
		ex00006
		25
		ex00007



Smash Details 8
repeated	// Award code, see note 1.
7500		// Credits
30		// Time bonus in seconds
0		// Static centered text message, number of the line [data/text.txt]
0		// Scroller text message, number of description - 10 [data/scrollers.txt]
Note 1: Award code can be none, singleshot, repeated or doitregardless.
None = No awards. Don't write the following lines, as in the empty example.
Singleshot = You get the award only once from this smashable type. Like you don't get an award every time you destroy the petrol pump in city's gas station.
Repeated = Get an award every time you waste this smashable type. (Award from every destroyed petrol pump, for example)
Doitregardless = This was used in "The end"-button, but I don't know what this does. Well, you were able to hit the switch multiple times to see that "Congratulations! It's the end of the world!"-message more than once.


Smash Details 9
I think this is only useful in mission tracks. If the race type in Races.txt is 4 or 5 (Smash / Smash and peds), this can be used to define what are the mission targets: (In other words: what smashables increase your " destroyed targets"-number)
1		// Number of run time variable changes
1,1		// Don't know much of these, but write 1,1 anyway.



Smash Details 10
Activates noncars.
1			 // Number of non-cars activated
	0,0      	 // Min, Max delay before activating
	absolute	 // Absolute / relative, see note 1.
	-1		 // Two-digit number of noncars to activate, -1 = any noncar. (09 can activate 09Lift.txt, etc.)
	83,-30,-18	 // Activation area, 1st corner of the box.
	84,30,-14	 // Activation area, 2nd corner of the box.
	0,0		 // Min, max towards you speed
	0		 // Impactee velocity factor
	0		 // Random velocity (max)
	0		 // Random up velocity (max)
	0		 // Random normal velocity (max)
	0	 	 // Random spin rate (max)
Note 1: How the activation area is placed in the world:
Relative: Activation area is around the smashable, the next two coords are the corners of the box, where 0,0,0 is the centre of the smashable.
Absolute: Activation area is somewhere in the world, the next two coords are the corners of the box (world coords), where 0,0,0 is the centre of the world.


Smash Details 11
Creates a force which destroys other smashables, Nuke-mission's barrier for example, or petrol pumps destroy other nearby petrol pumps. Switches can release a force, which can destroy barriers, etc. Explosive objects can have splash damage with this. The force itself doesn't affect cars, but the cars can be given mine-powerup with award codes. (Room turn on code = 14) If the player is inside the force area during the destruction, he/she will get the powerup, the mine! In the city track, petrol pumps give the player a mine-powerup, if they are near enough to the petrol pumps when they explode. (Inside the force area)
1		   // Number of side-effects
1 , 1		   // Min, Maxtime before releasing the force (if less than 1, the force will be released immediately)
*.DAT		   // ?
relative	   // See note 1.
-1.5 ,-1.5 ,-1.5   // Force area, 1st corner of the box.
 1.5 , 1.5 , 1.5   // Force area, 2nd corner of the box.
away   	   	   // Toward / Away (?)
4.4		   // Created force. If this is less than target smashable's threshold, the target won't be destroyed. 
Note 1: How the activation area is placed in the world:
Relative: Activation area is around the smashable, the next two coords are the corners of the box, where 0,0,0 is the centre of the smashable.
Absolute: Activation area is somewhere in the world, the next two coords are the corners of the box (world coords), where 0,0,0 is the centre of the world.


Smash Details 12
Creates an oilslick or any liquid you want, after the destruction of the object.
GIBSLICK	// Slick material, texture in the PIX16- or TIFFRGB-folder.
100 , 100 , 100	// ?
0.2 , 0.2 , 0.2	// Biggest number is the diameter of the slick
20 , 20		// Duration of skidmarks. (How far you can drive to make the wheels not spawn skidmarks anymore)
0.6 , 0.6	// Friction of wheels when skidmarking
GIBSMEAR.MAT	// Skidmark material, texture in the PIX16- or TIFFRGB-folder, or use these.

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