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Setting up critical hit locations

Posted: Wed Dec 28, 2011 8:52 pm
by AceMastermind
Set it up like you would a collision primitive, it needs to be geometry.

Example: imp_walk_atst.msh
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imp_walk_atst.odf - HitLocation property:

Code: Select all

HitLocation	 = "p_crit_hit 4.0"
[color=#FF8040]odf_guide.doc[/color] wrote:HitLocation – The location of its critical hit point. The number at the end determines its multiplier. For instance, the “4” means this location causes 4x the normal damage
An 'Argument 0' error on export is typical when exporting primitives but this does not affect the exported msh.

For more information on how to set up collision primitives please see the art_guide.doc included with the BF2_modtools documentation.

Re: Setting up critical hit locations

Posted: Wed Dec 28, 2011 9:12 pm
by Cerfon Rournes
Great find, thanks Ace. :) I'm sure this will be very useful in the future. :thumbs:

Re: Setting up critical hit locations

Posted: Wed Dec 28, 2011 9:24 pm
by ARCTroopaNate
Pretty cool Ace. I need to try this some day, could make for some interesting gameplay...