Live a week in the life of "The Postal Dude"; a hapless everyman just trying to check off some chores. Buying milk, returning an overdue library book, getting Gary Coleman's autograph, what could possibly go wrong? Blast, chop and piss your way through a freakshow of American caricatures in this darkly humorous first-person adventure. Meet Krotchy: the toy mascot gone bad, visit your Uncle Dave at his besieged religious cult compound and battle sewer-dwelling Taliban when you least expect them! Endure the sphincter-clenching challenge of cannibal rednecks, corrupt cops and berserker elephants. Accompanied by Champ, the Dude's semi-loyal pitbull, battle your way through open environments populated with amazingly unpredictable AI. Utilize an arsenal of weapons ranging from a humble shovel to a uniquely hilarious rocket launcher. Collect a pack of attack dogs! Use cats as silencers! Piss and pour gasoline on anything and everyone! YOU KNOW YOU WANT TO!

Post tutorial Report RSS Exploding Cars and Barrels

This tutorial covers the placing of exploding cars and barrels in Postal 2.

Posted by on - Basic Mapping/Technical

Tutorial originally released on Running With Scissor's Postal website. Was taken down more than 10 years ago. Mirrored here for archival purposes.

POSTAL 2 Editor and Modifications

KActor Explodable

This tutorial covers the placing of exploding cars and barrels in Postal 2.

It assumes you have some understanding of and experience with PostEd and static meshes. If you are unfamiliar with these we suggest you familiarize yourself with these using tutorials available on other sites.



Placing an exploding Car or Barrel
Under KActor/KActorExplodable you’ll find CarExplodable and BarrelExplodable. Ignore the CarPolice for now.

When placing the actor turn on your radii view for actors to show the collision cylinder. You’ll be tweaking this later.

Place the car or barrel as you would any other static mesh. When it is in position, open up it’s properties.

The present default meshes for the car and barrel are a Police car and a kitchen pot respectively. Unless you have a police raid on a methamphetamine lab where you’re likely to find explosive kitchen pots, you’ll need to change these meshes. When you do this you will also need to make sure you assign its broken mesh to match it. The broken mesh is designated under the KActorExplodable properties. If there isn’t a broken version of the mesh available, use the same mesh for the broken version.

Beside the mesh, the only real tweaking required is the collision on these props. For speed the karma vehicle uses the collision cylinder rather than static mesh collision so you must do your best to adjust the collision cylinder to fit the vehicle. Unless the car is a VW Bug, you won’t fit a collision cylinder exactly to a car; just do your best to make it work within that limitation. Barrels will work perfectly with the cylinder though.

Once you’ve got it functioning in game you may want to tweak the KActorExplodable/ExplosionMagnitude. The default setting for a car is 80,000 and 40,000 for a barrel. Likewise the health may need tweaking for large vehicles.


Other variables you may want to tweak:


bBlockFilter
When set to true it will limit what damage the object will take to the type of damage specified under "Damage Filter"

bTriggerControlled
When set to true, the object will explode only if triggered.

DamageSkin
The texture that will be applied to the broken static mesh version of the model after it is blown up. Use this if you want a skin other than the default.

ExplodeDirection
These variables apply force in the specified direction (relative to the X, Y and Z in the editor) to control explodables in situations where you wont want it to block a doorway or something else.

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