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Improved & Fixed bullet explosion mechanic
Acknowledged, WishlistPublic


Currently it seems that fuze setting is governed by the explosive parameter in the ammo config, and there are only 2 states - deletion of projectile on impact, or no deletion. Currently it's possible for bullets to not be deleted but still explode on every impact. This can create huge frame drops in special occasions due to the massive particle amount.

It would be better if this explosion and bullet-death setting was not controlled by the explosive parameter (which also controlls hit and damage behaviour over distance), but instead by a fuze sensitivity setting.

As a projectile impacts, it's speed is decreased (negative acceleration), creating a force. This force is utilized in (basic) impact fuzes to activate the trigger if the negative acceleration is high enough.
It would be nice if we could set a minimum acceleration for a projectile for it to detonate. This way projectiles could be tuned to not explode in leaves, thin wood walls and other neglectible stuff.

It would also be nice to see an activation delay. That means, once the criteria (acceleration) is achieved, the projectile does not explode immediately, but travels further for a set time amount of a couple of milliseconds, before it explodes and the projectile is deleted.

Since the projectile is deleted it can't explode multiple times like it is possible currently. It either glances off without explosion as acceleration criteria is not met, or explodes and is subsequently deleted.


Legacy ID
Feature Request
Additional Information

related to multiple exploding projectile bug

Event Timeline

Fennek edited Additional Information. (Show Details)Apr 23 2015, 1:36 PM
Fennek set Category to Feature Request.
Fennek set Reproducibility to N/A.
Fennek set Severity to None.
Fennek set Resolution to Open.
Fennek set Legacy ID to 2130300928.May 8 2016, 11:59 AM