Quote: "Couldn't you do this sort of thing for pillars? A bit like ButterCutter did?"
Yeah, for any entity.
That is why the possibilities for this new feature are endless.
We are limited to only 6 limbs because it was intended for characters. (head - torso - right arm - left arm - right leg - left leg)
However, by using local variables for a shot count, each limb could have many different animations for a variety of effects.
I made a booboo when animating my tree limbs by making them have to be shot twice to knock them off.
I should change it to only one shot per branch, because the combinations of shots are a lot less that way.
For instance, if I shoot off the top branch, then there are 3 other combinations for the remaining branches.
The same goes for all the other branches, and for any two shot off there are two combinations for the remaining branches.
By having the branch hanging then requiring another shot to knock it off, I have increased those combinations drastically.
If the first branch if hanging, then there are the other three branches to be shot, and another possibility of shooting the first one off.
When you consider how many limbs could be hanging or knocked off each shot it gets out of control.
So, I am going to change the animations on the next tree I make so it will be less complicated.
For now, I am keeping the animation that I have done for this tree, but I will have to correct this issue in the scripting by combining the two animations for each limb.
I was going to work on it more today, but I am behind on my research paper, so this will have to wait.