He's actually right, making exploding stuff in beam (especially something as high speed as C4) isn't really feasible, sure it kinda "works" but it's not realistic at all. At this point it's usually an expanding volume of coltri that collides with the car, which unfortunately is not all that reliable at those speeds.
We have a "wind" force in this game. I wonder if it's possible to create a more basic explosion effect using something similar that repels nodes away from a given point. With the ability to modify things like force and duration you'd have something that mimics anything from a "pushing" explosion to a powerful bodywork rippling shock.
I've played with [ab]using the wind force to fake three-dimensional gravity, and have thought about using it for a better explosion, but the wind force can only be applied vehicle-wide. Great for nukes, but probably terrible for suitcase bombs/IEDs/rockets/propane tanks.
Yeah, I'm just wondering. because the wind effect just seems like it's an application of a directional force to all nodes, knowing how that script is written might tell us how to write an actual explosion script. if within radius of point A, apply N force for X time. bit of basic trigonometry to work out the direction of the force from point A maybe a bit of distance measuring so you can get the force to be weaker with greater distance from A. I need to recall how I wrote an explosion script in Unity.
نعم ، أنا فقط أتساءل لأن تأثير الرياح يبدو كأنه تطبيق لقوة اتجاهية على جميع العقد ، فإن معرفة كيفية كتابة هذا النص قد يخبرنا بكيفية كتابة سيناريو انفجار فعلي. إذا كنت داخل نصف قطر النقطة A ، قم بتطبيق N وحدات القوة لـ X مقدار الوقت. قليلا من المثلثات الأساسية للعمل على اتجاه القوة من النقطة أ ربما قليلا من قياس المسافة بحيث يمكنك الحصول