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Destructable object questions [Solved]
Posted: Fri Oct 17, 2008 4:14 pm
by DarthD.U.C.K.
i thought of making a map with many destructable objetcs and came to these questions
1. can battlefront handle many destructible objetcs( they dont need a big explosion effect)?
2. do the parameters for different damaged models of an objetc work in battlefront 2? (im not shure where is saw them or if i messed that with another thing)
3. can i give an object both chunks and a "destroyed geometry"?
these questions may be easy to answer, but i cant acces my moddingfiles to look for the answers
Re: destructable objects
Posted: Fri Oct 17, 2008 4:22 pm
by Maveritchell
1) It can handle as many destructible objects as will fit inside the object limit. Size of explosion (particle-wise) isn't a big deal, as long as too many aren't going off at once.
2) I've never seen parameters for different levels of damage and corresponding models, just destroyed and not destroyed geometries. Prove me wrong, though - I'd be happy to see something like that.
3) Sure, I would imagine so. Try it out.
Re: destructable objects
Posted: Fri Oct 24, 2008 10:05 am
by DarthD.U.C.K.
i have two more questions:
4.: can i give chunks (solider)collision?
5.: how long can chunks stay untill they disappear?
6.: can i give a dieanimation to anything prop or building-like?
Re: destructable objects
Posted: Fri Oct 24, 2008 12:58 pm
by Maveritchell
4) I think chunks can be told to support soldier collisions, try:
5) Set the lifetime of the chunk:
6) Animated buildings support death animations; I've never tried them though:
Code: Select all
AnimatedBuilding
AnimationName
IdleAnimation
DeathAnimation
EnableDeathExplosions
DeathEffect
Re: destructable objects
Posted: Fri Oct 24, 2008 2:08 pm
by vampire_lord
Sounds crazy but... what about giving a destroyed object another destroyed object? it might not even work, but you know, ODFs are sometimes too flexible.
Re: destructable objects
Posted: Fri Oct 24, 2008 3:51 pm
by Maveritchell
vampire_lord wrote:Sounds crazy but... what about giving a destroyed object another destroyed object? it might not even work, but you know, ODFs are sometimes too flexible.
They don't have their own .odfs as a destroyed object. If they did, it would be a possibility, but in this case just putting a second destroyed object parameter would just overwrite the first.