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Author
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Topic: obModel tip
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Laika 801 Pilot
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posted 05-25- 05:36 AM
OK - My problem is solved. I will post this here to tell you about it (maybe you run into similiar stuff someday ) This does not work:
# onDetach (obModel ('myDmgModel)) You might get CTD's and problems with onChildDetach etc. This works fine (so far) : # ... # onDmg 10 (obModel ('myDmgModel) (obDetach) LK
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Sv Pilot
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posted 05-25- 08:45 AM
VERY interesting... thanks!
------------------ -Sv =FC= WWI in SDOE!
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Nat Pilot
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posted 05-25- 09:58 PM
along the same lines I've been having trouble with this.. if you have messed with the Troop ship in missions you'll notice that the structures on the rear of the ship explode and use the obModel to then display a wrecked structure, and it works fine... thing is, I decided to upgrade all ships with this, starting with the Yamato, I use the same commands, the same damage model.. and the thing just wont show up.. I tell ya, it's got me beat right now..IP: Logged |
mposis Pilot
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posted 05-26- 01:08 PM
Nat, Make sure you are replacing the object well before it gets to the 100% damage level. Objects that do not have any mass will disappear if they reach 100% damage level. This is why I gave up making damage parts for the ships I am making. I just let parts disappear. ------------------ IP: Logged |
Nat Pilot
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posted 05-26- 08:27 PM
MP, I'll try lowering it more, but the ones on the troop ship works fine.. the main object explodes at onDmg 9 obModels dmgLvl 10, it is a wierd piece of work that I'll have to look at agin.. why it should work on the Troop ship, but not on other things I really don't know, but I'll post about it if I get it sorted out, it's worth adding to the big ships, and even to the decks of aircraft carriers so that blast makrs are left, I know how to do that part so it's just a case of getting it workingIP: Logged |
Laika 801 Pilot
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posted 05-29- 05:14 AM
Of course, parts did also detach when their damage is < 10 (=no obModel). Shit ! IP: Logged |