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Destroyable buildings
Posted: Sun Apr 15, 2007 1:19 pm
by Guest
Destroyable buildings
Possible?

RE: Destroyable buildings
Posted: Sun Apr 15, 2007 1:22 pm
by Jawa_Killer
Yes.
RE: Destroyable buildings
Posted: Sun Apr 15, 2007 1:47 pm
by fat_walrus
geez, your acatar is scary!
Anyway, you must give it health and object chunks. Then you have to make it's class object destroyable building
RE: Destroyable buildings
Posted: Sun Apr 15, 2007 2:07 pm
by Guest
Jawa_Killer
I mean big buildings (as, for example Rhen Var observatory).
So, how make "destroyable option" for observatory?
RE: Destroyable buildings
Posted: Sun Apr 15, 2007 2:21 pm
by Darth_Z13
Here's my ODF for my exploding tanks on Toola.
Code: Select all
[GameObjectClass]
ClassLabel = "destructablebuilding"
//Is destructable a real word?
GeometryName = "tank2.msh"
//Geometry
GeometryScale = "0.5"
//Ignore this
[Properties]
GeometryName = "tank2"
//Geometry
ExplosionName = "imp_walk_atat_finalexp"
//What happens when the health reaches '0'
MaxHealth = "500"
//Building Health
RE: Destroyable buildings
Posted: Sun Apr 15, 2007 2:50 pm
by RC-1290
JK514, Jawa_Killer means, use the search function please, this has allready been discussed.
RE: Destroyable buildings
Posted: Sun Apr 15, 2007 3:45 pm
by Jawa_Killer
everybody who thinks a bit knows that the game makes no different between huge buildings and small buildings.....mesh is mesh......for example the technounion ship is HUGE.......! and thx rc-1290 that's what i wanted to say....but jk u didn't write any explanation what exactly you want so i just gave you a simple answer to a simple question......
RE: Destroyable buildings
Posted: Sun Apr 15, 2007 4:39 pm
by Caleb1117
This should be sticky, or added to the tut thread.
I'm sure lots of people could benifit from it, Like me.
http://www.htloz.net/forums/grill/threads/sticky.gif