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Keeping Bodies

Posted: Sat Nov 03, 2007 6:23 am
by Silas
Is there any way to make it so that when a trooper is shot/killed, his body remains on the ground for a little while longer?

Oh , and one more problem that i thought of after i posted this. How do you increase the speed that Jet Troopers move at while hovering?

Re: Keeping Bodies

Posted: Sat Nov 03, 2007 10:23 am
by Caleb1117
A body's decay time is hardcoded I beleive.

As for jettpacks, try this topic, it may have some helpful info.
http://www.gametoast.com/forums/viewtop ... 28&start=0

Re: Keeping Bodies

Posted: Sat Nov 03, 2007 12:49 pm
by -_-
hard-coded, and even if you did change th decay time, it would dramatically bog down performance.

Re: Keeping Bodies

Posted: Sat Nov 03, 2007 2:18 pm
by AceMastermind
Maybe you could try this in the odf:
DestroyedGeometryName = "somemeshname"

*somemeshname = whatever mesh used for your dead soldier pose
The classlabel soldier or droid may or may not support this, try it out and let us know if it works.

Re: Keeping Bodies

Posted: Sat Nov 03, 2007 4:02 pm
by Aman/Pinguin
AceMastermind wrote:Maybe you could try this in the odf:
DestroyedGeometryName = "somemeshname"
Good idea but that don't works... :?

Re: Keeping Bodies

Posted: Sat Nov 03, 2007 9:21 pm
by EGG_GUTS
-=]BFWE[=-Pinguin wrote:
AceMastermind wrote:Maybe you could try this in the odf:
DestroyedGeometryName = "somemeshname"
Good idea but that don't works... :?
Ya wouldn't it do the basic trooper with the arms wide open pose?

Re: Keeping Bodies

Posted: Sat Nov 03, 2007 9:58 pm
by Ace_Azzameen_5
Why doesn't it work? The reason Ace mentioned?

You could try some SetEntityMatrix stuff, make it so that when someone dies, an object (the body, fully animated with the right pose) moves to their position.

I figure you could even spawn as many bodies as you need as vehicles, except I'm not sure how to reference a vehicle in the code (See This Thread) unless someone drives it through a region (like in Teleport Code) .