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Author
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Topic: engine failure
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bjorn Pilot
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posted 03-19- 01:41 PM
Darn it if I could get this to work.As usual, I have an obDamage (onDmg x () onDmg y(), etc) for the engine. If I, just to see what happens, set a bright coloured smoke stream for onDmg 1, and absolutely nothing else, what happens when the smoke stream appears is that the engine's on fire and will soon explode. I do not have one single smkFire in the model, I've removed them all, yet there is a fire in the engine, and shortly after it always explodes. How do *I* get in control of this? I don't mind that it's on fire and explodes, but I want to be able to control when it's to happen, and when I just let out some smoke to scare people :-) _ /Bjorn. IP: Logged |
Whirlwind Pilot
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posted 03-19- 02:00 PM
The rumor mill has it that some engine performance damage is modelled in SDOE, just to what extent, I haven't a clue.IP: Logged |
Jaguar Pilot
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posted 03-19- 03:58 PM
of you want the engine to stop, just put this in:onDmg 3 | - engFuelsource 'none this will set the fuel source of the engine to none, and stop the engine. Works great  ------------------ Cheers! Jaguar The FS Hangar [This message has been edited by Jaguar (edited 03-19-2000).] IP: Logged |
Sv Pilot
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posted 03-19- 04:08 PM
I have never seen this bjorn, strange.Might this happen automaticaly when the engien reaches 10 dmg? Try upping the total hits to the eninge maybe? I am kinda stumped here... could it be hiding in a refernced file? Hmmmm... ------------------ -Sv =FC= WWI in SDOE!
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bjorn Pilot
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posted 03-19- 04:21 PM
Sv,Nope, it's immediately when reacing dmg level 1, and that's what disturbs me so. For the moment I'm leaving it aside, though. _ /Bjorn. IP: Logged |
bjorn Pilot
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posted 03-19- 05:02 PM
Hey, Jag! That's neat. I wondered if that sorta thing would work. Pity the timing, otherwise I'd give ya'll a surprise in a few hours :-) Oh, well, I guess there'll be an updated jug in a couple of weeks. _ /Bjorn.IP: Logged |
Raider Pilot
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posted 03-19- 05:10 PM
Bjorn, check out the engine damage model used on the Fokker DVII. We used an obExec/Func to say on Dmg 5 / obKillDelay 30 This would kill the engine 30 seconds after reaching damage level 5 We also used different colored smoke for different problems. Also I believe the fire is hard coded to the fuselage. The DVII has a fire in the tail when damaged 10. I also removed all smkFire reference and still could not get rid of it. Hope this helps Raider 33rd~GS IP: Logged |
STef Pilot
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posted 03-20- 03:06 PM
Bjorn,I have exactly the same problem with the Ju88a4. And this is why it should have both engines set at 300 hit points.  In detail: I want to set up various smoke colors depending on damage level. That's ok. When firing at the engines, nothing happens until some smoke appear then shortly after, engine is on fire and explodes...
------------------ P/O STef Editor http://stephan.bondier.free.fr/gazette.html IP: Logged | |