hey can i tell you that did the balls need something that can destruct the glass
Yes, if you look at the examples and under the videos, there are the source codes for the objects used in the examples.
If you want a crack to appear on an object depending where you hit it, you will need to move the breakingpoint attachment to the position of where you hit the object and then run the FracturePart function
Please can you provide the source code in the post (if not exceeding character limits) or in a pastebin so people merely browsing can take a look at your code easily.
i was wondering where do i put the glass plane code on?
is it gonna be in breakePoint (attacment), Configuration or three of each value?
I was going to do that, but I didn’t have access to my computer half way through making this tread. I’ll add the source code soon once I get my PC back.
Are you talking about the module? Or the script to active the fracture function
If either, it really doesn’t matter
If you are new to scripting and you are not sure what to do, then I recommend you go to that test place and edit it by clicking the three dots in the top right corner, and then edit place.
can you show me a picture what inside of the ball?
There’s nothing inside the ball, except for a script. Which just simply actives the fracture function for the breakable glass upon impact.
should the glass need to anchor or not?
and i have issue with your part fracture
It doesn’t really matter if the part is anchored, it should work anyway.
And what’s wrong with the fracturing system?
Do you think there would ever be an update, maybe the velocity of the wrecking ball effects how far the glass pieces travel? Overall really good work
Possibly. That might be a thing in the V2.
Thanks for the idea!
No problemo
(30 charactersssssssss)
maybe add an option to control the amount of debri that forms, and maybe if smoke happens, overall, amazing system, good job
Can’t really do due to how the system works, and the fact that my scripting skill is pretty limited.
I’ll need to learn how to divide wedges into more wedges if you wan’t that to be a thing.
You can easily add that on yourself
Thanks for your feedback!
Update V2
This is just a small update that consists of improvements for the system and the thread itself.
Additions:
- The debri/shards will now keep their velocity.
Improvements:
- Optimized the system a bit.
Side notes:
- The thread for this system has been updated as well. Such as adding the source code on the thread as @LuaBearyGood suggested
This looks very cool but how would this go for fracture effects on walls or wooden barricades?
One of my games is in need to replacing it’s fracture system based on several small anchored parts and could really use a system like yours.
What I am trying to understand is how I can make your fracture system work in away based on caliber, multiple hits before breaking and for example instead of fracture having actual bullet holes based on small caliber guns.
Not really sure what your asking here.
on large walls, you’ll get big wedges. But if you wait till V3, the wedges from the fractured parts will break into smaller pieces as well, so you get more debris/rubble.
I haven’t tested fracturing on planks. I imagine it would like quite nice actaully.
You can achieve that by giving the object like a hit points value. And shooting it will take 1 away from that value. And if the value is 0 or below, you can run the fracture function.
And if you look at one of examples that uses the balls, you’ll see that they move the breaking point to where the ball hits. So if you want, you can do that to your gun as well.