Dr.Juzzy Posted May 20, 2003 Share Posted May 20, 2003 When designing scenarios in the scenario editor, is it possible to have some of the buildings partially damaged as in the QB editor? I'm aware of placing the flat rubble marker down, previewing the map, and then placing a building over it to create a collapsed variant, but not of how to set random amounts of building damage across a map. I've got a little game set in Spandau on the brew and some of my buildings just look too damned prestine. I wanted to get some of them partially damaged so that they showed abit of wear, but not ruined. Everything looks as if the road sweeper has just been round. Any tips would be appreciated. 0 Quote Link to comment Share on other sites More sharing options...
Slappy Posted May 20, 2003 Share Posted May 20, 2003 You can set the overall damage level which will place craters and damage (and rubble) buildings randomly, but there is no way to set specific buildings to light or heavy damage. 0 Quote Link to comment Share on other sites More sharing options...
Dr.Juzzy Posted May 24, 2003 Author Share Posted May 24, 2003 Thanks. Now I know I had a chance to do this at the start of the scenario design process, but how do I get to do it during the design process? :confused: I've looked in the settings screen, but can't see a link anywhere. Is it a mystical combination of keyboard commands that I need to press? 0 Quote Link to comment Share on other sites More sharing options...
jwxspoon Posted May 27, 2003 Share Posted May 27, 2003 When you see damaged buildings in a scenario at the start it generally is an indicator that the scenario designer autogenerated the map, including damage, and then edited it after generation. jw 0 Quote Link to comment Share on other sites More sharing options...
klapton Posted May 28, 2003 Share Posted May 28, 2003 Don't own CMBB myself, but from what I recall from other posts: Have a large map. Autogenerate it with random damage Edit to remove undesired items, and reduce height or width to adjust the location of the damaged buildings (that's the reason for starting with a large map). 0 Quote Link to comment Share on other sites More sharing options...
Dr.Juzzy Posted May 28, 2003 Author Share Posted May 28, 2003 Thanks chaps, I agree. You have to autogenerate and then tinker. Shame, my buildings are very prestine. Once again, thanks for the help. 0 Quote Link to comment Share on other sites More sharing options...
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