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Why vehicles stop moving immediately after explosion?

Posted: 2008-08-01 12:52
by bad_nade
Just to make sure. Is this BF2 engine problem?

When car or jet moving at full speed gets destroyed, it will stop right there no matter the amount of kinetic energy it had just before explosion.

Normally vehicles just lose their propulsion and start decelerating after being destroyed. That is because most of the mass is still there so laws of physics apply to smoking wrecks too.

Re: Why vehicles stop moving immediately after explosion?

Posted: 2008-08-01 12:58
by Feenan.
Yes if i were to guess i would say its beacuse after it is destroyed it turns into a static object with no physics, whether you can code physics for the destroyed vehicle models i have no idea

Re: Why vehicles stop moving immediately after explosion?

Posted: 2008-08-01 13:48
by Rhino
Feenan. wrote:Yes if i were to guess i would say its beacuse after it is destroyed it turns into a static object with no physics, whether you can code physics for the destroyed vehicle models i have no idea
if it had no physics it wouldn't fall out the sky and then crash on the ground :p

Dunno if there's any way of getting the wreck to keep the speed, it keeps some but ehhh, ye, its a bf2 thing :p

Re: Why vehicles stop moving immediately after explosion?

Posted: 2008-08-01 15:23
by Scot
Also its not that needed and does kind of support kamikaze!!

Re: Why vehicles stop moving immediately after explosion?

Posted: 2008-08-01 17:27
by MrD
That would be another useful weapon in my arsenal :)

Re: Why vehicles stop moving immediately after explosion?

Posted: 2008-08-01 17:28
by zangoo
Cas has been messing around with a inertia modifier with the planes wreck to try to make them keep speed but iirc he didnt have much luck with that.

Re: Why vehicles stop moving immediately after explosion?

Posted: 2008-08-02 08:12
by Cronyx
I'm pretty sure the reason this is happening is because of the way wrecks are handled. The wrecked form isn't a modification of the original entity; it's an entirely new entity. The way the engine handles it is to completely remove the vehicle entity at zero HP and in the next tick, spawn the associated new entity (wrecked version of the model) at that exact XYZ coordinate. However when the game spawns it in, the new entity has no bias physics associated with it, it simply appears there. Therefore, any physics associated with the previous entity (momentum, etc) are lost and don't apply to the new entity. A lot of older games do it this way.

At least this is how I am to understand it...