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Author Topic: damageHALF [] / damageFULL [] ...  (Read 1298 times)

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TakanoFukada

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damageHALF [] / damageFULL [] ...
« on: 26 Nov 2002, 23:16:11 »
Situation : damageHALF [] / damageFULL [] ...
Question :I saw these lines somewhere but couldn't remember where. eh, exactly where/how to I define this ? I want to customise my tank's death.


CAT_SHIT_ONE_MM

  • Guest
Re:damageHALF [] / damageFULL [] ...
« Reply #1 on: 27 Nov 2002, 05:07:46 »
awwmm, you talking about the armor? If so, just edit the armore of the tanks in the .cpp

  armor=400.8;

is for my abrams tank (CATM1A1 Abrams)

TakanoFukada

  • Guest
Re:damageHALF [] / damageFULL [] ...
« Reply #2 on: 27 Nov 2002, 13:25:39 »
No i wasn't referring to the armour... I was hoping to learn how to change an object's normal texture to black when the vehicle explodes.... and I thought that the damageHalf & damageFull refer to the extent of damage done to the tank...

Thanks ! Any assistance would be greatly appreciated !

Offline Colonel_Klink

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  • Independent Addon Creator
    • DC3D Game Modelling Zone
Re:damageHALF [] / damageFULL [] ...
« Reply #3 on: 02 Dec 2002, 12:20:53 »
here goes an example:
Quote
// damage textures
      dammagehalf[]=
      {
         "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2b.paa",
         "\CWK_Huey\sidea.pac","\cwk_huey\sideadam.pac"
      };
      dammagefull[]=
      {
         "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2c.paa",
         "\CWK_Huey\sidea.pac","\cwk_huey\sideadam1.pac"
      };
each damage condition (dammagehalf[]) has pairs of textures which are separated by  commas.
The first texture is the original undamged one, and the second is the name and path of the replacement texture.
E.g for glass half damage
Quote
"\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2b.paa"
and for glass full damage:
Quote
   "\data\uh60_kab_sklo2.paa","\data\uh60_kab_sklo2c.paa"

the other pair of damage textures in the example above are for the body damage on my chopper.
I hope this is helpful.
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