Code: Select all
OnObjectRepair(
function(object,repairer)
if GetEntityName(object) == "trans_panel_7" then
MoveEntityToNode(repairer,"trans_node_7")
KillObject("trans_panel_7")
end
end
)Moderator: Moderators

Code: Select all
OnObjectRepair(
function(object,repairer)
if GetEntityName(object) == "trans_panel_7" then
MoveEntityToNode(repairer,"trans_node_7")
KillObject("trans_panel_7")
end
end
)






Code: Select all
[GameObjectClass]
ClassLabel = "destructablebuilding"
GeometryName = "gt1_build_fencebig_01.msh"
[Properties]
GeometryName = "gt1_build_fencebig_01"
FoleyFXGroup = "metal_foley"
IsNotTargetableByPlayer = "1"
HideHealthBar = "1"
MaxHealth = "99999999999"
AddHealth = "99999999999"

DarthD.U.C.K. wrote:yeah, thats how you gotta do it.
here is an odf for such a building, courtesy of pinguinCode: Select all
[GameObjectClass] ClassLabel = "destructablebuilding" GeometryName = "gt1_build_fencebig_01.msh" [Properties] GeometryName = "gt1_build_fencebig_01" FoleyFXGroup = "metal_foley" IsNotTargetableByPlayer = "1" HideHealthBar = "1" MaxHealth = "99999999999" AddHealth = "99999999999"
not a problem actuallyCressAlbane wrote:Thanks!
Sorry for the de-rail.
