Home   Help Search Login Register  

Author Topic: Finding Destroyed models  (Read 847 times)

0 Members and 1 Guest are viewing this topic.

funkster

  • Guest
Finding Destroyed models
« on: 07 Jul 2005, 12:11:07 »
Hi all,
had a post before with another issue and this one in it, the other issue was solved but not this, so Ive checked the other one as 'solved' cause no one answered for weeks.

So the one thing I want to know is: How do I access destroyed A10 models other than putting their health slider to 0 at start of mission?

The A10s are destroyed in the cutscene, then, in the actual mission, I want them to be there. Putting the health to zero does not work, as the player starts nearby, and they explode at the start, and sometimes not at all.

Any help much appreciated...

funkster

Offline THobson

  • OFPEC Patron
  • Former Staff
  • ****
Re:Finding Destroyed models
« Reply #1 on: 07 Jul 2005, 12:21:15 »
Try putting something like this in their init fielt:

this setFuel 0;removeAllWeapons this;this setDammage 1

The first two should prevent a large explosion, the last one should destroy it.

Not tested on A10s.  It works on Tanks.
« Last Edit: 07 Jul 2005, 12:21:26 by THobson »

Offline Raptorsaurus

  • Editors Depot Staff
  • *****
Re:Finding Destroyed models
« Reply #2 on: 07 Jul 2005, 22:25:50 »
You could try this script (destroyFarAway.sqs):

Code: [Select]
_plane = _this select 0

_pos = getPos _plane
_plane setPos [0,0,5000]
_plane setDamage 1
~1.5
_palne setPos _pos

exit

Then in the init field of the A10 put:

[this] exec "destroyFarAway.sqs"

This will make the A10 destruction happen far away (so you will not hear the blast, then it will put the destroyed plane back where it sarted.
« Last Edit: 07 Jul 2005, 22:26:26 by Raptorsaurus »

funkster

  • Guest
Re:Finding Destroyed models
« Reply #3 on: 08 Jul 2005, 04:51:50 »
Rapto: Thanks, tried your script, couldnt get it to work.

Thobson, btw, lovin AA :), your suggestions worked nicely and have been implemented, thanks all...