Technical questions - Vehicle Critical Points
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- vampire_lord
- Rebel Sergeant

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Technical questions - Vehicle Critical Points
Yes, I am here with another question, but this one might be a model thing and not an script thing, anyway is for mods; how are critical points in vehicles defined? this would serve either placing some critical points in the right places like repulsorlifts on hover tanks and to make some "training" dummies for a possible training grounds/interlude map.
Last edited by vampire_lord on Thu Jan 01, 2009 10:09 am, edited 1 time in total.
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YaNkFaN
- Field Commander

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Re: Technical questions - Vehicles
I believe they are defined on the actual mode just like fire nodes hp_something I think the critical is hp_critical
- DarthD.U.C.K.
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Re: Technical questions - Vehicles
they are hardpoints included in the vehicles mesh
- vampire_lord
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Re: Technical questions - Vehicles
Thanks, I think there is nothing else to ask in Modding sub-forum for this.
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- Maveritchell
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Re: Technical questions - Vehicle Critical Points
You haven't solved the topic because you obviously haven't tried anything anyone's mentioned here - because they're wrong.
A quick look in the .odf of any of the vehicles with a critical hit location would give you the answer:
What that gives you is a location and a scaling factor for a critical hit. "p_crithit" is a primitive object in the model that, when hit, makes a "critical hit." The number, 4.0, is the multiplier damage gets when it hits that location. It's easy to edit critical hit locations (or add them) by looking at a model in something like Unwrap 3D and choosing the primitive (usually something already predefined as an ordnance collision primitive works best) you want the critical hit location to be.
A quick look in the .odf of any of the vehicles with a critical hit location would give you the answer:
Code: Select all
HitLocation = "p_crithit 4.0"- DarthD.U.C.K.
- Master of the Force

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Re: Technical questions - Vehicle Critical Points
Maveritchell wrote:You haven't solved the topic because you obviously haven't tried anything anyone's mentioned here - because they're wrong.
A quick look in the .odf of any of the vehicles with a critical hit location would give you the answer:What that gives you is a location and a scaling factor for a critical hit. "p_crithit" is a primitive object in the model that, when hit, makes a "critical hit." The number, 4.0, is the multiplier damage gets when it hits that location. It's easy to edit critical hit locations (or add them) by looking at a model in something like Unwrap 3D and choosing the primitive (usually something already predefined as an ordnance collision primitive works best) you want the critical hit location to be.Code: Select all
HitLocation = "p_crithit 4.0"
