Startamer
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| Joined: 29 May 2008 |
| Total Posts: 668 |
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| 07 Oct 2013 08:49 AM |
When I say this, I don't mean make explosions cast shadows. What I mean is use it to make explosions a little more realistic. As we all know right now, an explosion will go through anything including walls. This makes building bunkers in war games somewhat useless unless the bunkers have very thick walls. What I was thinking was to add a property, like the one in dynamic lighting that allows for shadows, to explosions. Example: Say your playing your favorite Roblox Modern warfare game. You are behind a wall getting ready to snipe someone, when an enemy on the other side of the wall spots your name and hits the wall with a rocket. As explosions are right now, that rocket would kill you even though you are behind a wall. Implementing my idea would make it so that even if the rocket was OP, the explosion wouldn't affect you.
Also, explosions could have a value that sets what kind of surface joints it can over come. Example: Value 0 --- It can't break any joints Value 1 --- It can break hinge and motor surface joints Value 2 --- It can break glue surface joints + Value 1 joints Value 3 --- It can break stud/inlet surface joints along with universal surface joint + Value 1 and 2 joints Value 4 --- It can Break all surface joints including weld
I know some of you might be thinking, but isn't that was blast pressure does? No it does not. "The Blast Pressure is how much force the explosion will use on each brick it hits. The larger this number, the more force is imparted onto the bricks, so the faster they go flying away. Really low values won't break things apart and just give the visual effect of an explosion." --- Wiki.Roblox
So, let me know what you guys think.
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| 07 Oct 2013 08:54 AM |
support i could make a WW2 game where air raids cant kill people underground, or make every explosion 0 to mmake everything safe. |
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getkoed
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| Joined: 18 Feb 2010 |
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Startamer
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| Joined: 29 May 2008 |
| Total Posts: 668 |
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Startamer
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| Joined: 29 May 2008 |
| Total Posts: 668 |
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Startamer
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| Joined: 29 May 2008 |
| Total Posts: 668 |
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| 09 Oct 2013 07:42 AM |
| Well, this post died rather quickly... :-/ |
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| 09 Oct 2013 07:55 AM |
| I'd like to make it optional. It's a great idea, but "forced" updates are never really good. |
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rayblon
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| Joined: 08 Feb 2009 |
| Total Posts: 2043 |
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| 09 Oct 2013 10:09 AM |
| An explosion is a 'spontaneous' chemical reaction with heat, a catalyst, and oxygen. Dynamic lighting casts rays whereas explosions are essentially chemically reacting air. This means that explosions can reach over and around walls. The system needed to make realistic explosion physics would be painful to make and buggy. I'd love to see this happen, but I'm gonna be honest here, ROBLOX doesnt care enough to make this happen. I'd suggest finding a workaround via scripts. |
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Startamer
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| Joined: 29 May 2008 |
| Total Posts: 668 |
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| 09 Oct 2013 06:36 PM |
@AquaRaider1 I actually meant to put that in. Having it as an option would be better.
@rayblon I am aware as to how explosions happen in real life. I would also like to see those kind of explosions implemented into roblox as well. Adding in my idea would be a step in the right direction.
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| 09 Oct 2013 06:46 PM |
Support!
~Bring home the bacon! |
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| 09 Oct 2013 06:49 PM |
Support
Garry's Mod does better |
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rayblon
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| Joined: 08 Feb 2009 |
| Total Posts: 2043 |
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| 09 Oct 2013 06:55 PM |
| @Startamer It would involve recoding the entire explosion feature. It would take forever to do that AND make the explosions render accordingly. |
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Startamer
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| Joined: 29 May 2008 |
| Total Posts: 668 |
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| 09 Oct 2013 07:13 PM |
@Rayblon It wouldn't take forever. In case you've forgotten, when dynamic lighting came out the light would go through the walls despite the thickness. That's why I suggested that they use the same code that they put in dynamic lighting to cast shadows. |
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rayblon
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| Joined: 08 Feb 2009 |
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| 09 Oct 2013 08:51 PM |
| They used voxel based numeric values. You can't render an explosion using voxels without it looking absolutely awful. |
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Startamer
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| Joined: 29 May 2008 |
| Total Posts: 668 |
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| 10 Oct 2013 09:42 AM |
| I'm not asking them to change the way explosions look. It doesn't matter if part of the smoke effect created by the explosion comes through the wall, so long as the actual blast force of the explosion doesn't come through |
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rayblon
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| Joined: 08 Feb 2009 |
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| 10 Oct 2013 10:31 AM |
You question the realism of explosions... Then say the particles don't matter... Logical fallacy detected.
There is the reaction curve(The coiling of the explosive energy around objects) and heat energy permeation. Given how voxels work, explosions would inevitably pass through walls, or leave people completely safe when they're near a wall. Also, calculations made for explosions are made instantly, joint breaks, velocity on blocks, all of this happens simultaneously. If you have an environment such that a wall can be destroyed near a player via explosives, the player near the wall won't incur any damage even though, realistically, it would kill the player. It would break an entire game genre. |
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Startamer
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| Joined: 29 May 2008 |
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| 10 Oct 2013 12:12 PM |
You keep bringing up how real explosions work, as if that is suppose to apply to this somehow. Besides, Roblox explosions don't have heat energy.
If the wall is made of unanchored bricks or an unanchored brick, then explosions would indeed kill anyone behind it.
What I'm talking about is if the wall is anchored. At the moment, if your behind an anchored wall that is 4 studs thick 10 studs high and 20 studs long, and someone shoots a rocket at the wall that has a blast radius of 10, then the explosion will kill you anyways. As if the wall isn't even there.
Implementing my idea will prevent this from happening. it will make war games a lot easier to enjoy. And if Roblox want's to make it more realistic, in the future, then they would have already taken a step in the right direction.
Plus it will be optional. So if you don't want this feature in your weapon's explosion, then you don't have to worry because it will be turned off as a default setting. If you want it turned on, then you do it through scripting.
Example:
local e = Instance.new("Explosion") e.Parent = game.Workspace e.BlastRadius = 30 e.BlastPressure = 10000 e.BlastForce = 2 -- This is what kind of joints it would be able to overcome, if you read that far. e.IgnoreAnchoredBricks = false e.Position = game.Workspace.rayblon.Head -- XD |
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Powmonkey
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| Joined: 13 Nov 2009 |
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| 10 Oct 2013 12:33 PM |
I do not support this at all.
You are not grasping how DEEPLY this would affect almost every single war game in roblox.
~BECOME ONE WITH THE WATERMELON |
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| 10 Oct 2013 12:42 PM |
| If you are a scripter, you could make this feature by yourself. |
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| 10 Oct 2013 12:47 PM |
| Oops, my prior post was about the title alone. As for the actual idea, I think it would be too complicated to implement on Roblox, especially considering how explosions work now. Everything would need to be redesigned. |
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rayblon
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| Joined: 08 Feb 2009 |
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| 10 Oct 2013 01:16 PM |
@StarTamer Realism IS important! What if ROBLOX's physics weren't true to real life? Most walls in ROBLOX are less than 4 studs thick, and even then, if the walls don't align with the voxel grid(Which is INVISIBLE) it may still pass through. Not only that, but projectile physics are buggy. This feature would not cope well with lag as, if a fast moving projectile like a rocket collided with a wall, the collision may register only after it has phased through part of the brick, which may result in the explosion being unhindered by it.
ALSO, explosions as they are now are precise. Precise such that it's realistic. If, say, a rocket had this property, it would be far less effective unless it hits its target since it would have to function on a 4x4 stud basis instead of a sphere, it would also be far less effective at destroying structures since it would only break surface bonds, which would only break very thin connectors. The physics of this kind of stuff has never been articulated quite like this simply because it's extremely difficult to do without angering someone. It's simply too much work for a feature that is way too focused.
If you have a problem with explosions, make your walls thicker and explosion radius smaller on rockets, etc. You're the only one who has complained about this. |
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Startamer
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| Joined: 29 May 2008 |
| Total Posts: 668 |
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| 10 Oct 2013 07:30 PM |
@Powmonkey Like I've already said, it would be turned off by default in explosions. So that any war games with explosions won't be affected. UNLESS the creator of the game scripts the weapons so that when the explosions are created the, let's call it the "smart explosion feature", is turned on. Look to my example in my post before this one.
@rayblon What you seem to have forgotten is that they have already done this with dynamic lighting. Shoot a fast rocket at a wall and instead of creating an explosion, have it create a new brick with a pointlight in it with shadows enabled. You will see that the instant the pointlight is created, that the shadow effect is already there. "If, say, a rocket had this property, it would be far less effective unless it hits its target..." From my understanding of what you are saying here, your assuming that as soon as the explosion is created that it will only have an effective radius of up to the closest brick. This is not true. "t would also be far less effective at destroying structures since it would only break surface bonds, which would only break very thin connectors" Again I will say that it will only come into play if the parts are anchored. If the parts of the building that the rocket hits are unanchored then the explosion will act as it normally does, with a blast radius only limited by the BlastRadius value in it.
This is not a complaint. It's a suggestion to Roblox as to how they can improve the gaming experience.
Also, thank you for pronouncing my name right, just about everyone else thinks it Start-Amer for some reason.
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| 10 Oct 2013 07:49 PM |
| ^ geez this was just a suggestion, not a debate post. Cool your jets dude. |
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| 10 Oct 2013 07:50 PM |
I tried to script this but it wouldn't work right. SUPPORT! ~Sam |
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