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Destroyable static objects


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In my quest to make Dragons Teeth/ Czech Hedgehogs destroyable (partly so that the numbers in the inventory can be bumped up to the stratosphere), I have stumbled across the required trick.

I actually mucked around with making the UrbanHouse deployable before I got it right. I added an entry to the Inventory.xml which looked like this:

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> <Item>

<Name>Househog</Name>

<ImageFilename>PanelMines.png</ImageFilename>

<ObjectFilename>UrbanHouse.physicalobjectgroup</ObjectFilename>

<Limit>64</Limit>

<Firepower>1</Firepower>

<Armor>3</Armor>

<Speed>0</Speed>

<CommanderOnly>true</CommanderOnly>

<PrimaryWeapon>NA</PrimaryWeapon>

<Role>Area Denial</Role>

<FullyAutomated>true</FullyAutomated>

<IsPodDelivered>true</IsPodDelivered>

</Item></pre>

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Originally posted by ClaytoniousRex:

Did chaining together a series of "more destroyed" objects work OK?

Yes, it did! For the curious, here's what I did. To test it out, I copied UrbanHouse3.physicalobjectgroup to my own mod directory(Nexus6Playground), renamed it UrbanMorph.physicalobjectgroup and then altered the RubbleObjectFilename to point at UrbanHouse.physicalobjectgroup. Oh - and then made UrbanMorph a deployable object by adding the following item to Inventory.xml.

</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> <Item>

<Name>MorphHouse</Name>

<ImageFilename>PanelMines.png</ImageFilename>

<ObjectFilename>UrbanMorph.physicalobjectgroup</ObjectFilename>

<Limit>64</Limit>

<Firepower>1</Firepower>

<Armor>3</Armor>

<Speed>0</Speed>

<CommanderOnly>true</CommanderOnly>

<PrimaryWeapon>NA</PrimaryWeapon>

<Role>Area Denial</Role>

<FullyAutomated>true</FullyAutomated>

<IsPodDelivered>true</IsPodDelivered>

</Item>

</pre>

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