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FPSC Classic Product Chat / How to explode an entity then turn it into a damaged one?

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ash grinder
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Posted: 4th Jan 2011 04:46
Is this even possible? If so I wouldn't even know where to begin. Anyone have any thoughts?

Like for example, if I'm shooting at a vehicle entity, instead of having it disappear after exploding, is there a way to show a damaged vehicle?

Anyone know what I mean? If so, please help?

Thanks.
old_School
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Posted: 4th Jan 2011 04:56
Been wondering this my self. I think you can set it in the damageable script or something. It would most likely be a custom script. At lest thats what I figured. When I got the War Torn package ( I think thats the one), it has the lightpole and damaged lightpole. Made me wonder if I could do what your asking about lol Anyway, I think you just modify the explodeable script. I thought I seen a section in it were it makes it disappear. So I guess just make a custom disappear script for it?
ash grinder
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Posted: 4th Jan 2011 05:20 Edited at: 4th Jan 2011 05:21
Yeah, I think it would help add more realism to games created with this.

It would be cool to blow up a tank, then show the damaged one in almost the same place. Just dunno how!
old_School
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Posted: 4th Jan 2011 05:33 Edited at: 4th Jan 2011 05:35
I just looked at the dissapear script. I think, you could set it to something else stead of keyword Destroy. Set it to Destroy the model then respawn a new one. There s a spawn post posted on th e forms today. You might set it where it teleports the destroyed one out of view and moves the destroyed model where the non deestroyed one was resting. That should work if nothing else. Ill go find the tele link for you to review it.


Edit:

http://forum.thegamecreators.com/?m=forum_view&t=179843&b=23


This should work. Just set the non destroyed model up on a trigger. So if its health goes below x teleport to x location and teleport the destroyed model to the others orginal location if that makes sense. That should work.
Medusa
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Posted: 4th Jan 2011 15:24
if you made the destroyed model slightly smaller you could hide it inside the healthy model and then when the healthy one vanishes the damaged one is left behind.
I think they use something similar to make destructable environments, pillars etc.
just an idea!

mpc
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Posted: 4th Jan 2011 15:41
Or you could place switch to the entities alternative texture to show a burnt out version

Or have an alternative destroyed version which spawns from the ifused field and the destroyandactivate.fpi

http://jimjamsgames.yolasite.com
The Zoq2
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Posted: 4th Jan 2011 21:43
Ory you could make an animation play when the entity is destroyed...

Srry about my english im from sweeden
CrescentMoon
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Posted: 4th Jan 2011 22:08
You have to edit it's Destroy script. Intead of having it fadeout and turn collision off, set it to alternate textures (at least that's how they do it in halo) and perhaps spawn a smoke particle generator at the point.

[WIP] Paranorma ~ Trial of Life
AzGamer
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Posted: 4th Jan 2011 23:10
If it's too much for you too change between models, consider making a damaged version of the main texture and having it switch to that new one via the destroy script.

This should work (i think).
ash grinder
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Posted: 4th Jan 2011 23:27
I can't wait to try all these suggestions, so thankyou all very much.

Consider this other thing too then, is there any way to open a script using a script?
The Zoq2
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Posted: 4th Jan 2011 23:33
Why not make one script of them and then using states to get to the one you want

Srry about my english im from sweeden
raymondlee306
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Posted: 4th Jan 2011 23:50
in your map place 2 models (1 original, one wrecked) set the wrecked one to not appear at start and spawn after delay. Set the original model to a flammable destroy script (or whatever suits you) and set it's if used parameter to spawn the destroyed one. When you destroy the original it will initiate it's explosion in the flammable script and the destroyed model will appear right where you placed it (hopefully right where the original was)
rolfy
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Posted: 5th Jan 2011 01:36
Its real old but does exactly what your asking for, just swap out the models and textures for your own.

http://forum.thegamecreators.com/?m=forum_view&t=94456&b=24
ash grinder
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Posted: 5th Jan 2011 03:27
Good news guys!

All your kind suggestions here = "worked". Now there is a seemless (almost) kind of like animation (but without going through the hassles).

I'd like to personally say thanks to everyone here for your many, helpful suggestions. Maybe this can also help others too.

Thanks again.

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