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Toby Haynes

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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Great! With 1.2.6, there are now some extra tags so you can turn off that "collapsing" animation and instead just make the transition instant. Also, you can specify the sound that is played with each transition and turn off the huge clouds of smoke.

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