Page 1 of 1
[?] Coding Modular Veichles?
Posted: 2009-08-06 03:04
by Ekalbs
Hi there! I am making a few models for the bf2 engine and am wondering if its possible to have vehicle be damaged in only certain parts. For example a hostage rescue in a real ship(one that functions like a vehicle), so there's a door that can be blow open, and then inside more doors, and then you lets say have to plant bombs in the engine room to destroy it. Or another example turrets on a destroyer being destroyed without effecting the rest of the ship? And the only way the ship can be destroyed is by bomb in amou cash? If so how, Thanks and keep up the good work.
Ekalbs, hope i did that right and made it understandable.
Re: [?][Veichle][Codeing] Modular Veichles
Posted: 2009-08-06 13:07
by Smegburt_funkledink
Vehicles such as MBTs in PR have a kinda randomized damage system. Eg, the vehicles 'health' goes below a certain percentage, causing either the turret to stop working or the tracks to break. It's not possible to have the tracks disable specifically by being hit in the tracks themselves. This is what I've heard, I have no BF2 coding knowledge.
I'm not sure how 'child objects' work though. If the destructable sections in question arent operational objects, it's worth looking into that, if any of what I've said is correct.
Re: [?][Veichle][Codeing] Modular Veichles
Posted: 2009-08-06 13:30
by Rhino
destructible children are not possible in bf2.
the only way that would be possible is to have your ship as a staticmesh made up of many separate statics, some being destroyable some not, but as its a static it would not be able to move.
Re: [?][Veichle][Codeing] Modular Veichles
Posted: 2009-08-06 21:20
by Ekalbs
[R-DEV]Rhino wrote:destructible children are not possible in bf2.
the only way that would be possible is to have your ship as a staticmesh made up of many separate statics, some being destroyable some not, but as its a static it would not be able to move.
ahh i c thanks rhino
Re: [?] Coding Modular Veichles?
Posted: 2009-08-06 22:21
by e-Gor
I spent a while experimenting with something similar back in the early days of BF2 - long before I joined PR. You could try playing around with object spawners using 'holdobject', but from what I remember that wasn't exactly glitch free, and I'm not sure I ever got it working on a dedicated server.