Beebop Posted December 14, 2021 Posted December 14, 2021 I discovered something interesting. The BoN V-1 objects in the ME 'Buildings' menu; v1_ramp v1_stor_l v1_stor_r v1_compstation have a Damage model; ID 0, Damage level 1, shows a destroyed object in the ME. All good and well. I set the Durability to 0 (zero) cuz I like things easy. ? Seriously I set them that way because of the following.... In mission I dropped a pair of 2000 lb bombs on them and this is the result: I do hope this gets fixed by the time BoN is released.
Hanu Posted December 14, 2021 Posted December 14, 2021 (edited) Although the 1000kg bombs are near useless nowadays, I'm sure that is just early-access related problems. But try >1 as durability, 0 could mean infinite. (Many times it does) Edited December 14, 2021 by Hanu 1
Beebop Posted December 14, 2021 Author Posted December 14, 2021 6 hours ago, Hanu said: I'm sure that is just early-access related problems. You are probably right. That's what I'm hoping. 6 hours ago, Hanu said: But try >1 as durability, 0 could mean infinite. (Many times it does) Thanks! I'll give that a try. I never thought to do that. I guess I assumed (always the wrong thing to do) that negative numbers wouldn't work. My bad as I use them to submerge subs.
Sketch Posted December 14, 2021 Posted December 14, 2021 (edited) For now, you can use a fake block, set the durability of the fake block as you wish, and add some explosion and smoke effects to simulate the destruction of the entity, and finally add a cmd Damage Complete to destroy the object completely. See this post for details: Here's an example group: V1LauncherDestructionTemplate.zip Here's the images: Stack the explosions, smokes, and fake block on top of the V1 launcher. Use a on Killed event to trigger the daisy change of one second timers. Each timer fires a different effect -> explosion, explosion, explosion, smoke, and finally cmd Damage Complete to the actual V1 launcher. You can piggy back off the daisy chain to a counter or an Mission Objective MCU to give credit to players. Hope this helps! Edited December 14, 2021 by Sketch 1
Beebop Posted December 14, 2021 Author Posted December 14, 2021 (edited) Thanks Sketch. Using your previous video tutorials on making Grounds Block appear to take destruction that you kindly posted a while back when I was trying to get "constructed" dams made of Pier blocks to appear damaged, I set up a fake block at the base of each launcher rail, sent an On Killed Event to a quick Timer linked to a Command effect linked to a Big Ammo Explosion effect followed by another Timer with a short duration to another Command Effect linked to a Small City Fire. The results are shown in the screenshot. The first 2000 pounder destroyed the two adjacent fake blocks and you can see the resulting smoke and fire. I used this so the player would know, since there is no damage model triggered by direct bombing, that in fact they had "destroyed" the installation. Never the less thank you for the Destruction Template as I will study it to see how I might improve my logic. @Hanu; I tried seting the durability to -1 but I got a message to "enter a number between 0 and 3e+38" and the ME froze. I had to Ctrl+Alt+Del to get out of it. So minimum durability is '0'. Thanks for the suggestion though. I learned yet another thing about the ME. Maybe when we colonize Mars I'll have a full understanding of it. ? Edited December 14, 2021 by Beebop 1
Hanu Posted December 15, 2021 Posted December 15, 2021 2 hours ago, Beebop said: @Hanu; I tried seting the durability to -1 but I got a message to "enter a number between 0 and 3e+38" and the ME froze. I had to Ctrl+Alt+Del to get out of it. So minimum durability is '0'. Thanks for the suggestion though. I learned yet another thing about the ME. Maybe when we colonize Mars I'll have a full understanding of it. ? >1 means "bigger than 1". No minuses. Just anything that is positive number (ie. not zero).
Beebop Posted December 15, 2021 Author Posted December 15, 2021 54 minutes ago, Hanu said: >1 means "bigger than 1 DOH! I only understand carats that are hanging from a stick in front of me. ? As for a positive number, Durability is increments of 500; 0/500/1000/1500 etc. Early on I tried to set a durability of 1250 and it reverted to 1000. A durability of 1450 reverted to 1500. Sadly 500 produces the same results, Nada. It's something they will need to address in the future. It's like they forgot to add the script that registers ordinance hits as damage inducers. No big deal for the moment. I'll wait to file a bug report as it would probably be given a low priority for now and for good reason. It may get fixed in an interim update/hotfix. 1
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