Posted: Fri Feb 19, 2021 3:38 pm Post subject:
Tank wreck after being destroyed
Subject description: Made it but still confused. Can anybody explain better
I was trying to give tanks some cool dying effects so it would better dead than alive
I have managed let soviet heavy tank "pop" its turret high up into the sky after it got killed.
But I don't understand the codes in [General] section.
"ScrapVoxelDebris=" and "ExplosiveVoxelDebris=" What's the difference? I put my newly added voxel(HTNKTUR) in both and all seems working. Could anyone explain better?
ModEnc doesn't make it any clearer(sorry English not my native language).
And I can't make the animation lasts longer, if not permeant. No matter what value I gave it to "Duration=", the flying turret disappeared when touched the floor. Same goes to [TRIES]
Final question: Is there a way to add a body wreckage that stays where it was?
VoxelAnims need to be explicitly defines as their own voxel objects, they added the Share* tags to borrow from existing units without adding more code. Nothing special about it. _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
Posted: Thu Mar 04, 2021 6:30 am Post subject:
Re: Tank wreck after being destroyed
wofulo wrote:
I was trying to give tanks some cool dying effects so it would better dead than alive
I have managed let soviet heavy tank "pop" its turret high up into the sky after it got killed.
But I don't understand the codes in [General] section.
"ScrapVoxelDebris=" and "ExplosiveVoxelDebris=" What's the difference? I put my newly added voxel(HTNKTUR) in both and all seems working. Could anyone explain better?
ModEnc doesn't make it any clearer(sorry English not my native language).
And I can't make the animation lasts longer, if not permeant. No matter what value I gave it to "Duration=", the flying turret disappeared when touched the floor. Same goes to [TRIES]
Final question: Is there a way to add a body wreckage that stays where it was?
Can i know how to make flying turret like you do please? QUICK_EDIT
Posted: Thu Mar 04, 2021 12:21 pm Post subject:
Re: Tank wreck after being destroyed
wofulo wrote:
I was trying to give tanks some cool dying effects so it would better dead than alive
I have managed let soviet heavy tank "pop" its turret high up into the sky after it got killed.
But I don't understand the codes in [General] section.
"ScrapVoxelDebris=" and "ExplosiveVoxelDebris=" What's the difference? I put my newly added voxel(HTNKTUR) in both and all seems working. Could anyone explain better?
ModEnc doesn't make it any clearer(sorry English not my native language).
And I can't make the animation lasts longer, if not permeant. No matter what value I gave it to "Duration=", the flying turret disappeared when touched the floor. Same goes to [TRIES]
Final question: Is there a way to add a body wreckage that stays where it was?
Everything listed in ScrapVoxelDebris= has a chance of being used as debris when a Vehicle/AircraftType is destroyed, TireVoxelDebris= only when VehicleTypes are destroyed, and I believe ExplosiveVoxelDebris is for Vehicle/BuildingTypes with Explodes=yes. I'll try to update this all on modenc when I get a chance to do further testing on ExplosiveVoxelDebris.
Debris can only have a limited lifetime as it has to hit the ground eventually. _________________ "Don't beg for things; Do it yourself or you'll never get anything." QUICK_EDIT
You can specify which VoxelAnims are shown as debris within the vehicle code, you have to set DebrisMaximums to 1 so you don't see two turrets, but the major flag that matters is Explodes=... _________________ http://www.moddb.com/mods/scorched-earth-ra2-mod-with-smart-ai QUICK_EDIT
In my mod I added tank wreaks by using immobile dummy infantry that spawn when a unit is destroyed then using Survivor.Side#=. You can make them kill themselves after awhile or destroy them yourself if they are getting in the way. _________________
Something similar I have is if it doesn't have a deathweapon yet use that to spawn a "Corpse" animation. (Still passable since its just an animation) and put the Turrets and bits i want to fly as Debris. _________________ ~ Excelsior ~ QUICK_EDIT
Posted: Sun Jul 25, 2021 7:19 am Post subject:
Re: Tank wreck after being destroyed
Mr.Hymn wrote:
wofulo wrote:
I was trying to give tanks some cool dying effects so it would better dead than alive
I have managed let soviet heavy tank "pop" its turret high up into the sky after it got killed.
But I don't understand the codes in [General] section.
"ScrapVoxelDebris=" and "ExplosiveVoxelDebris=" What's the difference? I put my newly added voxel(HTNKTUR) in both and all seems working. Could anyone explain better?
ModEnc doesn't make it any clearer(sorry English not my native language).
And I can't make the animation lasts longer, if not permeant. No matter what value I gave it to "Duration=", the flying turret disappeared when touched the floor. Same goes to [TRIES]
Final question: Is there a way to add a body wreckage that stays where it was?
Can i know how to make flying turret like you do please?
Just copy the codes above and it should do it. QUICK_EDIT
In my mod I added tank wreaks by using immobile dummy infantry that spawn when a unit is destroyed then using Survivor.Side#=. You can make them kill themselves after awhile or destroy them yourself if they are getting in the way.
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