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Posted

In the mission editor, I can give the V1 launch site assets a -1 value for damage, and they show up as damaged. See my red circled objects versus the blue circled objects. In game, these assets are indestructible, which is fine because I can work around that issue.

 

I am using a Fakeblock -> onKilled event -> Command Damage -> set V1 asset to destroyed. The Command Damage MCU is set to 'damage complete'. When doing it this way, the V1 assets do not switch to their destroyed visual state. Either I'm doing something wrong, or the assets are busted. 

 

 

image.thumb.png.f841224c9a228b721a4526c57f478da0.png 

 

 

I attempted to do some testing, so I set up a mission where the player can fire a flare and when they do, a explosion effect fires, I send a subtitle message, and the Command Damage (set to complete) would give the visual state of 'destroyed' to these V1 assets. Obviously it doesn't work. :(

 

image.png.b87e58b090db626fb1cbea2d639b060e.png

Stuff goes boom!

 

image.png.b53d28c76d181edd3d3f034ee6dc1b07.png

Explosion effects are for the cool assets!

 

image.thumb.png.b1fdd1e4646fc69fdef70d29f5904854.png

Why no destroyed state?

 

 

 

image.thumb.png.68c9f59345bea8b8ab509292e568b062.png

The test mission code is pretty simple and isolates the issue.

 

 

The test mission can be found here: V1AssetTestMission.zip

 

 

 

I've also created a video of the issue:

 

 

 

 

  • Like 1
Posted (edited)

@Sketch, you are correct. The command damage does not work on the V-1 objects. They show damage with a 0 value in the block properties damage # screen in the ME as they should. I will report it. 

 

Spoiler

image.thumb.png.b90599b6c895c78e9fd57336c3dfb7d9.png

 

 

Edited by Jaegermeister
  • Like 1
  • Upvote 3
AEthelraedUnraed
Posted

I've seen this problem before, with some of the BoBP objects (the windmills and some churches). There, the problem was that their script files linked to a non-existent collision file (they had data\graphics\somefolder\objectname.col instead of data\graphics\correctfolder\objectname.col). I wonder if this is the same. It should be easy to test: just grab a plane, fly into one of the buildings and see if you hit anything.

Posted (edited)
11 hours ago, AEthelraedUnraed said:

It should be easy to test: just grab a plane, fly into one of the buildings and see if you hit anything.

 

I already tested it, I'll wait for the devs to figure out how to fix it.

 

Edited by Jaegermeister

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