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Posted: Sun Jan 21, 2007 5:17 am
by Blueline
ther screenies lokkin great! Some new skins would be great in this map! If you need some, lokk in the Glamour SKins Thread or something like that.

Posted: Sun Jan 28, 2007 11:52 am
by FOOLIS
How many positions have the "flying bus" in image 6???

Re: RE: Tifon III: Atoll

Posted: Sun Jan 28, 2007 12:00 pm
by Darth_Z13
JackSkratch wrote:*drools uncontrollibly* :shock:
*Joins him* :Q____

RE: Re: RE: Tifon III: Atoll

Posted: Sun Jan 28, 2007 10:23 pm
by Epena
You can use a terrain cutter to cut terrain, save the map, then reopen ZE, remove the terrain cutter, but you'll still have a terrain hole. From there you can put whatever you want int he hole. Unfortunately, it only works for one save before you need to do it again, so for the many tests and releases you'll probably need to re-cut the terrain several times. Hope that helps. ^_^

RE: Re: RE: Tifon III: Atoll

Posted: Mon Jan 29, 2007 1:12 am
by Protector_Pulch
Another proof of the theory that "there's no bug, there's only a feature".

RE: Re: RE: Tifon III: Atoll

Posted: Mon Jan 29, 2007 2:29 am
by Penguin
as a hover vehicle, I can't attach the thrust effects.
Theres a cheep way around this. Make damage attributes(sp?) in the .odf, The good thing about this is you can kill and engine effect if it gets enough damage.

Heres an example from my Swoop Bike,

Code: Select all

DamageStartPercent            	= 100.0 //Starts on 100% health
DamageStopPercent             	= 0.0 //stops on 0% health
DamageEffect                  	= "com_sfx_exhaust_xwing" //effect name
DamageEffectScale    		= "1.8"
DamageInheritVelocity		= 1.00
DamageAttachPoint             	= "hp_engine_1"

DamageStartPercent            	= 100.0 //starts on 100% health
DamageStopPercent             	= 30.0 //stops on 30% as if the engine was to damaged to work
DamageEffect                  	= "com_sfx_exhaust_xwing"
DamageEffectScale    		= "1.8"
DamageInheritVelocity		= 1.00
DamageAttachPoint             	= "hp_engine_2"

DamageStartPercent            	= 30.0 //smoke starts on 30% from the dead engine
DamageStopPercent             	= 0.0 //ends on 0%
DamageEffect                  	= "com_sfx_vehiclesmoke"
DamageEffectScale		= 1.4
DamageInheritVelocity		= 1.75
DamageAttachPoint             	= "hp_engine_2"
[/b]

Posted: Tue Jan 30, 2007 12:48 am
by Maveritchell
@ Penguin:

Haha, I actually tried that, and thought it didn't work. I see now by looking at your .odf that the "Percent" it references is not percent damaged, but percent of health. Whoops. Minor oversight.