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How do I give an object health?
Posted: Mon Aug 24, 2009 9:49 pm
by Fierfek
How do I do it? I can't get it working.
Re: How do I give an object health?
Posted: Mon Aug 24, 2009 10:05 pm
by Eggman
I'm pretty sure only certain classes of objects can have health properties. Compare the .odfs of a few objects that have health and a few that don't so you can get an idea of how you need to set up the .odf for whatever object you're trying to edit.
Re: How do I give an object health?
Posted: Mon Aug 24, 2009 10:07 pm
by Fierfek
Eggman wrote:I'm pretty sure only certain classes of objects can have health properties. Compare the .odfs of a few objects that have health and a few that don't so you can get an idea of how you need to set up the .odf for whatever object you're trying to edit.
I'm trying to edit dea1_prop_hack_panel. It originally has health, but it is just an object ingame.
Here is it's ODF:
Do I need to activate it's health or something?
Re: How do I give an object health?
Posted: Tue Aug 25, 2009 12:00 am
by [TFA]Padawan_Fighter
You could try replacing the ODF with that of dea1_prop_panel. But it's just a guess, I don't know a whole lot about coding.
Re: How do I give an object health?
Posted: Tue Aug 25, 2009 12:07 am
by Fierfek
Hmmm....
I got the oil refinery working, so I think I'll switch it's model to the panel and lower it's health. Though a crude way to fix it, it should work.
Re: How do I give an object health?
Posted: Tue Aug 25, 2009 2:43 am
by DarthD.U.C.K.
a destructible object needs a appropriate class (destructablebuilding or armedbuilding etc)
and line that defines the health i think
Re: How do I give an object health?
Posted: Tue Aug 25, 2009 9:13 am
by Xavious
DarthD.U.C.K. wrote:a destructible object needs a appropriate class (destructablebuilding or armedbuilding etc)
and line that defines the health i think
He had both of those.
Oh, and what is this?
--DestroyedGeometryName = "dea1_prop_panel"
That's not how you comment out lines in an odf. Remove the double dash (and don't comment this line out, you need a DestroyedGeometryName).