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How Would i create a chain reation explosion?

pmaddenpmadden Member Posts: 68 Arc User
hi I would like to set up a Chain reaction of Explosions where you would interact with and object or dialog to trigger the 1st then the rest would detonate one by one?

Can anyone suggest a way to make this happen?

thanks.
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Comments

  • thegreendragoon1thegreendragoon1 Member Posts: 1,872 Arc User
    edited January 2015
    The short answer is, every explosion has to be triggered by something. The best way to achieve this effect is with reach markers. Lets say a player is running down a hall. You can have a series of reach markers along the fall all setting off explosions to give the illusion that the place is coming apart. Now if they stop, the explosions stop, but most players won't realize they're setting off the explosions. Having a persistent camera shake also helps sell the scene.
  • eiledoneiledon Member Posts: 595 Arc User
    edited January 2015
    have a look at this tutorial and see if it sparks any ideas.


    https://www.youtube.com/watch?v=wuSDIDLndhw
  • drogyn1701drogyn1701 Member Posts: 3,606 Media Corps
    edited January 2015
    I'v actually found that sometimes they form a sequence on their own even if they're triggered by the same object.

    I'll give you an example. For a mission I wanted to have you blow up a big communications tower. You plant bombs at the base and walk away, where you interact with an invisible object, which spawns a bunch of explosions along the whole length of the tower. I just started with one at the base of the tower and kept duplicating it and adjusting the Y value. When I tested it, the explosions started at the bottom and worked their way up. It was pretty darn cool and not what I was expecting.

    So you might just try triggering them on the same interact.
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  • paxfederaticapaxfederatica Member Posts: 1,496 Arc User
    edited January 2015
    I do something similar to what the OP asks about in the climactic scene of "Ghosts of War, Part VI". After setting a couple of explosive charges to collapse a cave, the player's next objective is to walk/run through the rest of the map to get out of the cave. I littered a series of reach markers in the player's path; each one triggers an explosion (which the player can't see but can hear), a camera shake, and a huge rock wall to spawn behind the player, simulating a cave-in. Each successive marker's associated explosion, camera shake and rock wall is placed closer to the marker than the previous one, simulating that the cave-in is progressing so fast as to nearly overtake the player before s/he makes it out.
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