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Author
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Topic: Can I prevent objects/parts from "being detached"
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Laika 801 Pilot
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posted 06-03- 10:28 AM
I dont want my engines let detach !!! They should stay with their parent objects - the "inner" wings. I dont thought much about it yet, but is it possible to do this ? LK IP: Logged |
charmstar Pilot
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posted 06-03- 12:32 PM
Can't you just get rid of the onDmg 10 (obDetach)? I always assumed that if the (obDetach) property wasn't declared for a model, that it wouldn't ever detach. charm IP: Logged |
Laika 801 Pilot
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posted 06-03- 03:44 PM
Thats the point ! Either the inner wings nor the engines have anything like "onDmg 10 - detach my engine". I've see the same happen with my outer wings (thats why I spend some time re-modelling them ;/ ). I think that all child objects with a mass will get detached when their parent objects get detached - i.e. I shoot off the inner wing and when it gets detached my engine detaches also. LK IP: Logged |
Laika 801 Pilot
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posted 06-03- 03:55 PM
It seems I had to think it over. There are some ways to use "tricks" here. We'll see...IP: Logged |
charmstar Pilot
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posted 06-03- 04:14 PM
OK, here is what I'd do: in your 3d program, join the engines to the inner wings. This way the visible 3d model of the engine is just part of the inner wing's 3d model. Then, make the actual engine's model in OPS to be a simple shape, like a box, and make it obHidden, and slightly larger than the engine displayed on the wing. This way the engine will still take hits, and it will still detach, but since its invisible, nobody will notice. All we will see is the picture of the engine which is on the inner wing. You can also take the inertia box from the engine, and make it really small, and then add an inertia box to the wing in the place where the engine is. That way you will keep the mass properties with the inner wing, just as the 3d model of the engine stays with the wing.charm IP: Logged |
Laika 801 Pilot
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posted 06-03- 04:31 PM
Haha - this is funny ! I thought the same (did you looked into the I-16 sm file ?). Of course I could add it to the wing (modelling-wise) but then the wing would get damage when the engine (the visual) gets hits. The other thing is that I dont want to remodel and import something in the next days (all that shading/smoothing and polycount and uggghhh - nononono !) I think I'll keep all as it is (lod-wise) and just do some things with the proplist, so that the engine model does not count hits (but the "real" engine like in the I-16 will do and of course the whole gear system should also be "damage sensitive"). It's not too hard to do this, but I thought there might be a way to prevent child from "auto-detaching".LK IP: Logged |
STef Pilot
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posted 06-07- 06:20 AM
Laika, did you try an obKillDelay 0 or -1? it does the trick. Of course if you want to kill the engine without losing the its shape, duplicate it and make it invisible. Eventually see the Ju88a4 I release for that.------------------ P/O STef Editor http://stephan.bondier.free.fr/gazette.html IP: Logged |
Laika 801 Pilot
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posted 06-08- 10:25 AM
I did it for one engine with the "make a copy invisble" method. I'll try obKillDelay -1 on the other engine. If it works the consequence is clear  Thanks ! IP: Logged |
STef Pilot
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posted 06-08- 01:45 PM
I used invisible engines to simulate their death after a certain time... BTW, I didn't find any reference to obDelay in the OP's document. Anyone?------------------ P/O STef Editor http://stephan.bondier.free.fr/gazette.html IP: Logged |
Michael Harrison General
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posted 06-08- 03:41 PM
There is no "obDelay" property.IP: Logged |
charmstar Pilot
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posted 06-08- 05:12 PM
The property you can use is obKillDelay, to kill a model after X seconds.charm IP: Logged |