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Self destruction
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IceDragon200
Shrapnel Sniper


Joined: 18 Apr 2008
Location: At home relaxing..

PostPosted: Wed Dec 10, 2008 3:34 am    Post subject:  Self destruction
Subject description: Need Help
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If you look in the voxel forum under the ground hog topic you'll see the porcupine.
Its suppose to self destruct on deploy but I don't know how to do it a little help please?

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Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Wed Dec 10, 2008 3:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Make an invisible weapon (I mean, invisible projectile and no impact animation) and have the unit deploytofire=yes, so that it has to deploy to fire. Then make an animation that does damage on the attached object as the firing animation for the dummy weapon. The damage should be higher than the structure's strenght, so that it blows up the moment it fires. Then make the structure spawn lots of debris.

There is a tutorial in Tutorials Factory section: SMIFFIG's tutorial for self destructing on deploy

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IceDragon200
Shrapnel Sniper


Joined: 18 Apr 2008
Location: At home relaxing..

PostPosted: Wed Dec 10, 2008 3:53 am    Post subject: Reply with quote  Mark this post and the followings unread

Thanks (now to destroy the AI with this)

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Azkhare
Grenadier


Joined: 24 Jan 2008

PostPosted: Wed Dec 10, 2008 3:55 am    Post subject: Reply with quote  Mark this post and the followings unread

Hehe, good luck and have fun!

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Ixonoclast
General


Joined: 11 Aug 2008
Location: Somewhere up high.

PostPosted: Wed Dec 10, 2008 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

Just give it an close combat explosive weapon that is stronger than the unit itself...

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Titan
Cyborg Commando


Joined: 12 Dec 2005
Location: Netherlands

PostPosted: Wed Dec 10, 2008 2:10 pm    Post subject: Reply with quote  Mark this post and the followings unread

Pity TS does not have cell spread damage like RA2, so we're stuck with animation/voxel debris and particles.

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