Linked destroyable and non destroyable

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
PilotX
Private
Posts: 35
Joined: Thu Jun 17, 2010 10:58 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: California

Linked destroyable and non destroyable

Post by PilotX »

Is it possible to destroy an object and link it to destroy a non destroyable object? Or do I need to make them all destroyable.
User avatar
lucasfart
Sith
Sith
Posts: 1440
Joined: Tue Feb 24, 2009 5:32 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Australia

Re: Linked destroyable and non destroyable

Post by lucasfart »

Welcome to gametoast!

Yeah it sounds possible. I'm thinking you could just use the killobject command to get rid of it, then the spawnobject command to spawn the rubble/destroyed looking object. Then just add an effect to be played at the same time and it will look like the prop has been destroyed. This might be a bit hard to do if you're just getting started on modding, and i'd recommend starting somewhere else.
User avatar
PilotX
Private
Posts: 35
Joined: Thu Jun 17, 2010 10:58 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: California

Re: Linked destroyable and non destroyable

Post by PilotX »

Thanks for the welcome. I bet I could figure it out because I don't need to have anything respawn, and I have been nodding for a few months.
User avatar
swado95
Rebel Warrant Officer
Rebel Warrant Officer
Posts: 304
Joined: Wed Apr 08, 2009 7:36 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Where I whant to be.

Re: Linked destroyable and non destroyable

Post by swado95 »

You could try using an ammo droid for a base of what to do but idk if you want to be able to repair it or not.
User avatar
PilotX
Private
Posts: 35
Joined: Thu Jun 17, 2010 10:58 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: California

Re: Linked destroyable and non destroyable

Post by PilotX »

I don't see what you mean, but it can't be repaired.
FragMe!
Gametoast Staff
Gametoast Staff
Posts: 2244
Joined: Sat May 13, 2006 12:34 am
Projects :: Not sure keep changing my mind.
Games I'm Playing :: F1 and SWBF
xbox live or psn: No gamertag set
Location: Origin name GT_FragMe
Contact:

Re: Linked destroyable and non destroyable

Post by FragMe! »

Are you talking about something like if you destroy all the turrets (destroyable objects) then the ship (non-destroyable in some cases) blows up and goes away? That was just a very basic example.
User avatar
PilotX
Private
Posts: 35
Joined: Thu Jun 17, 2010 10:58 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: California

Re: Linked destroyable and non destroyable

Post by PilotX »

No, what I am doing is having an orbital strike ( which I have working) act as Death Star laser to destroy the ship. Right now, just the part of the ship over the hanger is destroyed so I need to link it to the other parts.
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Linked destroyable and non destroyable

Post by DarthD.U.C.K. »

User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: Linked destroyable and non destroyable

Post by Maveritchell »

He really wants to just use the stock "LinkedDestroyables" script (how to use is shown in stock space assault scripts). LinkedFrigates is basically the same thing, but the linkage is defined by only one object blowing up. He wants it so that - I assume - if any part of the ship is destroyed, the entire thing will be destroyed.
User avatar
Fiodis
Master of the Force
Master of the Force
Posts: 4145
Joined: Wed Nov 12, 2008 9:27 pm
Projects :: Rannoch + Tientia + Tools Programming

Re: Linked destroyable and non destroyable

Post by Fiodis »

It also sounds like his "ship" is something stationary he placed in ZE - so just using the stock frigate linkage script ought to be enough, I think. It would only need to be defined by one object blowing up.
Post Reply