Smoke On Damaged Buildings

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DarkCobra262
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Smoke On Damaged Buildings

Post by DarkCobra262 »

GBD told me that only HP_Smoke_1 (through 8) only work on vehicles, if only there was a way these would work on buildings, it'd make things look a bit more grand IMO
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Purplehaze
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Re: Smoke On Damaged Buildings

Post by Purplehaze »

Yes, I'd love to have a floating little tiny smoke or flame&smoke sprite emitting from the middle of the Factory bay, or perhaps the Recycler's small little enclave.
It'd be super awesome to be in your Recycler as it takes progressive damage so that you can really experience the siege!
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Nielk1
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Re: Smoke On Damaged Buildings

Post by Nielk1 »

Ignoring PH's downright ignorant trolling reply, visual feedback of damage would be cool. It's not like you have to be in a unit to see it smoking, but, don't expect logic from every member of the community I guess.
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DarkCobra262
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Re: Smoke On Damaged Buildings

Post by DarkCobra262 »

Nielk1 wrote:Ignoring PH's downright ignorant trolling reply, visual feedback of damage would be cool. It's not like you have to be in a unit to see it smoking, but, don't expect logic from every member of the community I guess.
Already figured that one out, but I am wondering if it would be possible in a future update perhaps?
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MrTwosheds
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Re: Smoke On Damaged Buildings

Post by MrTwosheds »

It would involve altering the stock models. And that is pretty much the same as saying it isn't going to happen, there just are not sufficient numbers of people actively involved to get stuff like that done now. Take a look at the large texture thread and the echoing emptiness where my requests for others to contribute to the effort, go unanswered.
It wouldn't actually be too difficult, or even require experienced modellers with 3DSmax, It would be fairly simple to paste some HP_smoke's into the xsi and position them with notepad, but it would take time and effort.
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Red Devil
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Re: Smoke On Damaged Buildings

Post by Red Devil »

from ChangeLog_pb4.txt:

[GameObjectClass]
ExplosionEnergy = 1000.0 // How much "energy" is passed in to the vehicle explosion
NumChunks1 .. NumChunks5 = -1 // # of chunks per chunk type. max = 10
NumChunks = -1 // # of chunks overall. -1 = autodetermine, max = 25
chunkEffect1 .. chunkEffect5 = "iochnk01.xsi" .. "iochnk05.xsi"
HasSeparateChunks = false // if true, then it reads SeparateChunkEffect1 .. SeparateChunkEffect5
SeparateChunkEffect1 = "iochnk01.xsi"
...
SeparateChunkEffect5 = "iochnk05.xsi"
xplChunk = ...
xplCrash = ...
damageEffect1 .. damageEffect4 = "dmgvhcl1" .. "dmgvhcl4"
ExplodeSound = // "blah.wav"
LeaveExplodeScorch = true // If craft can scorch, why shouldn't buildings?
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Nielk1
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Re: Smoke On Damaged Buildings

Post by Nielk1 »

Red Devil wrote:from ChangeLog_pb4.txt:

[GameObjectClass]
ExplosionEnergy = 1000.0 // How much "energy" is passed in to the vehicle explosion
NumChunks1 .. NumChunks5 = -1 // # of chunks per chunk type. max = 10
NumChunks = -1 // # of chunks overall. -1 = autodetermine, max = 25
chunkEffect1 .. chunkEffect5 = "iochnk01.xsi" .. "iochnk05.xsi"
HasSeparateChunks = false // if true, then it reads SeparateChunkEffect1 .. SeparateChunkEffect5
SeparateChunkEffect1 = "iochnk01.xsi"
...
SeparateChunkEffect5 = "iochnk05.xsi"
xplChunk = ...
xplCrash = ...
damageEffect1 .. damageEffect4 = "dmgvhcl1" .. "dmgvhcl4"
ExplodeSound = // "blah.wav"
LeaveExplodeScorch = true // If craft can scorch, why shouldn't buildings?
None of which matter here... You didn't even list the bit about "MoreSmoke HPs", instead, just unrelated things.

Model work happens all the time in the beta, it isn't like XSI is a cryptic format.

Furthermore, if it isn't done in stock, a mod might do it.
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S.cavA.rmyG.en
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Re: Smoke On Damaged Buildings

Post by S.cavA.rmyG.en »

this is one of the things I was working on for my mod but for the most part scraped becouse the
best way I could think of to show damage on a building is to rebuild it in to a multi tap building where the only part that is a building is the base plate but even then it has so many problems it was not worth the time and work to get it to work and look right in game.
what I ended up doing is just make building drop a damaged version of it's self as scrap that dies and turns in to normal scrap after 20 sec.
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Nielk1
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Re: Smoke On Damaged Buildings

Post by Nielk1 »

If you have DLL access for your uses (mod or mission) you can spawn a dummy object as an effect harness based on health.
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Red Devil
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Re: Smoke On Damaged Buildings

Post by Red Devil »

don't care; just pointing things out.
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