PatrickAWlson Posted July 3, 2023 Posted July 3, 2023 So there is now a damage property dialogue. You put the damaged values in as pairs: 1 .5 2 .3 And in this manner you can assign damage to elements of a ground object prior to a mission. Questions: How can one determine how many elements a ground object has? What is the maximum? What happens if you assign 15 damage parameters to a ground object with only 5 elements? The whole system seems weird. They made it such that you have a great deal of control, but there is no apparent way to determine what it is exactly that you have control of.
AEthelraedUnraed Posted July 3, 2023 Posted July 3, 2023 (edited) On 7/3/2023 at 11:44 PM, PatrickAWlson said: How can one determine how many elements a ground object has? You can't Honestly, just experiment. All changes show up in the editor. On 7/3/2023 at 11:44 PM, PatrickAWlson said: What is the maximum? The amount of sub-objects the object has. If you go over it, nothing will be damaged at all. No way of knowing how many sub-objects an object has though. EDIT: I meant no additional objects are damaged besides the objects already damaged, in other words, specifying sub-object 101 out of 100 will simply have no effect whatsoever. On 7/3/2023 at 11:44 PM, PatrickAWlson said: What happens if you assign 15 damage parameters to a ground object with only 5 elements? Only the 5 first (so that's all of them) will be damaged. I think I should add that you can also add "-1" as the object, and a proportion as the damage, *as long as you didn't specify other damage properties*. That is, if you've got "-1 .5", half of all sub-objects will be destroyed, if you've got "-1 .25" a quarter will, et cetera. There does seem to be some kind of generated texture that determines which sub-objects get damaged, so if there's multiple damaged objects, they're usually close together like you'd see near a bomb blast rather than spread all over the place. Edited July 6, 2023 by AEthelraedUnraed
JG4_Deciman Posted July 6, 2023 Posted July 6, 2023 Parsed from the .mgm files. Rename it to .csv and you are able to open it with excel Deci Object Report.csv.txt
AEthelraedUnraed Posted July 6, 2023 Posted July 6, 2023 5 hours ago, JG4_Deciman said: Parsed from the .mgm files. Wait - you found a way to edit .mgm files?
IckyATLAS Posted July 6, 2023 Posted July 6, 2023 The number of sub objects can be very variable 3 or up to 20 or more. Before you had a list numbered 01, 02, 03... etc that you could destroy. You could have a list of items larger than the existing ones. And sometimes you could have as an object a simple small thing that was nearly invisible on the map (I use large 4K maps), so you thought there was nothing. In any case you could destroy not existing sub-objects it had absolutely no impact. My advice here is put a large number say 15 and test. If there are only say 5 then it should make no difference and at least you are sure to have them all covered. I have not tested it though so you have to try.
JG4_Deciman Posted July 6, 2023 Posted July 6, 2023 3 hours ago, AEthelraedUnraed said: Wait - you found a way to edit .mgm files? Not editing, but parsing the content to get the names and numbers of the single buildings inside for each mgm file. Example: af_barracksround1.mgm=OK;blocks;12;0,1;2;;0;2,3,4,5,6,7,8,9,10,11;10;;0;;barrackround1;barrackround1;barrels4x4;barrels4x4;fencewoodend;fencewooddooropen;fencewoodend;bench2;bench2;bike1;bench2;bench2;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;... af_barracksround1 is located in 'blocks' contains 12 different objects 0 and 1 are classified as 'targets' by me (barracksround1) the entire rest is classified as 'eye candy' by me (barrels, fences, ...) In case you have these object inside your mission (WITH entity!) you can by parsing the logfiles get the 'name' of the object (for editing damage later when creating a following mission) and you get the 'detail-number' of the damaged part. In case a the first set of barrels4x4 was damaged you would see something like AType:12 ID:17408 TYPE:af_barracksround1[7267,2]... Deci
Jaegermeister Posted July 11, 2023 Posted July 11, 2023 I'm not sure if this is relevant to your scripting process for determining damage, but many of the objects use "0" as one of the damage specifications, and some of them have a 2 part damage model where you have to select "0" to show the damaged model and "1" at the same time to delete the undamaged model.
jollyjack Posted November 21, 2024 Posted November 21, 2024 now how do you set up a building's (advanced?) properties so that it appears always damaged in the game view, i tied various settings and even object triggering via a damage command, but i can't get it right ..
JG4_Deciman Posted November 22, 2024 Posted November 22, 2024 In the mission editor select the object. There you can set damage. left column is the part of it (-1 means entire object) right column the amount of damage (number from 0 to 1 is possible) Just play a bit with the object parts of some large blocks and see what happens to the object... Deci 1
jollyjack Posted November 22, 2024 Posted November 22, 2024 (edited) you mean like this, and should i add a damage command selecting complete or major? Edited November 22, 2024 by jollyjack
JG4_Deciman Posted November 22, 2024 Posted November 22, 2024 5 hours ago, jollyjack said: you mean like this, and should i add a damage command selecting complete or major? Exactly the right thing to set damage to blocks. But you do NOT need an additional command damage. Every part of the block you damaged in the editor has that damage when you load the mission. Best way to check it is using a big industrial complex and damage some of the buildings completely in the editor. Then check what you see after starting the mission Deci 1
jollyjack Posted November 22, 2024 Posted November 22, 2024 (edited) Was messing around in Paris, and seems there is no damage modeling for the Notre Dame, a parked car with the above settings works however ... In what GTP file are the building .mgm files hidden? Edited November 22, 2024 by jollyjack
Zooropa_Fly Posted November 22, 2024 Posted November 22, 2024 Did you 'Enable' Notre Dame as an object ?
jollyjack Posted November 22, 2024 Posted November 22, 2024 (edited) There's IMO not such an option, only Linked Entity: Edited November 22, 2024 by jollyjack
JG4_Deciman Posted November 23, 2024 Posted November 23, 2024 Some blocks cannot be damaged, there is no graphic for damaged parts implemented. I guess notre dame is one of them Deci 1
jollyjack Posted November 23, 2024 Posted November 23, 2024 Pity, was planning a peace time mission restoring it after the fire ... only partly finished now:
Zooropa_Fly Posted November 24, 2024 Posted November 24, 2024 On 11/22/2024 at 6:37 PM, jollyjack said: There's IMO not such an option, only Linked Entity: Sorry JJ, 'Linked Entity' is what I meant. But aye, there's not a damage model for everything. 1
IckyATLAS Posted December 1, 2024 Posted December 1, 2024 I would like to stress that there is not a damage model for many many objects. Basically all the iconic or "complex" buildings that are complex like churches, train stations etc. that have no damage model. It is not clear why. Too time consuming or they didn't want to make damage models for buildings that maybe have not been damaged in the war so as to avoid any kind of negative comment about it.
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