Setting up critical hit locations
Posted: Wed Dec 28, 2011 8:52 pm
Set it up like you would a collision primitive, it needs to be geometry.
Example: imp_walk_atst.msh
imp_walk_atst.odf - HitLocation property:
For more information on how to set up collision primitives please see the art_guide.doc included with the BF2_modtools documentation.
Example: imp_walk_atst.msh
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HitLocation = "p_crit_hit 4.0"An 'Argument 0' error on export is typical when exporting primitives but this does not affect the exported msh.[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
For more information on how to set up collision primitives please see the art_guide.doc included with the BF2_modtools documentation.