Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Swamp_Thing on September 11, 2004, 06:40:21 pm
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How are they done? I want to make a destroyable subobject, that has nothing to do with your regular standard subsystem.
Suppose i want to have a door to the hangar of a ship, that i can destroy and get in. How is this done? I already have the model ready, now all i need is the table entry and the PCS changes. Can anyone help out with this?
:nervous:
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well...you could just make a subsystem that doesn't do anything, like the reactors on the lucifer.
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DUH!!:rolleyes:
I know that. But how? How do i make it in PCS? What´s the table entry for it? How do i assign it hit points? etc etc...
:confused:
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Ok... (I wish you had ICQ, or something, so I could talk to you one on one for this, but...)
To make a piece of geometry destroyable is simple. Remember how we made the turrets? Well, it's essentially the same for the subobject in question. Create the piece of geometry, attach it to the main hull as you would a turret, and convert to pof form.
Now, in PCS, you'll go to the subobject section, and for that object, add:
$Special=subsystem
$name=door (Or whatever)
and save the model. Then you can go into the table file, and set the part of the geometry as a sybsystem. Make sure that you name it correctly, after the name of the subobject, and not the $name part.
Does that make sense?
Edit: If you wanted to get real fancy, and add a destroyed lump, or live debris for it, you could either make the destroyed door mesh, position it correctly, and add -destroyed to the end of the name. (I.e: if the door was named hangerdoor, the destroyed part would be hangerdoor-destroyed. The same works with turrets.)
You could also make multiple pieces of debris, IIRC, the same way, but instead of -destroyed, you make it -debrisNN, where NN is 01, 02, 03, etc... And the pieces should float off into space.
But I may be wrong on that, since I've never tried it/got it to work correctly.
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I do have ICQ. My number is 228-119-937. I´m online now.
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Either you're not online, or you're in invisible mode. Either way, you're not being displayed on my window as being active... Or as recieving my two messages. :p
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See the PTC Baranec (http://www.3dactionplanet.com/hlp/hosted/casofwar/reci_website/mods_standalone.html) as an example of the naming / tbling of destroyed subobjects.... it's got a full set of destroyable subobjects with live debris (and static destroyed subbobjects)
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Ok, it works now.
Just one little thing: i spent over an hour trying it, and the subsystem wouldn´t show. Untill i finally took out the capital S in "Subsystem",and it worked! For such a little thing...
Caps are is your enemy in FS!
:p
Aldo, your page doesn´t load. I think it´s down.
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I've got no problem seeing it. You may try it again shortly.
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What we need now are non-targettable, destroyable, sub-objects. ;7
Probably closer to FSO 4.2 by the time we get that. Its probably the closest we'll ever get to geomodding (oohh, I said the dreaded word) in FS.
Later!
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The targeting system is not something coders like to delve into, I'm afread. Mind, it'd be great if they did.
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do you know if anyone has tryed hacking the stelth code to the subsystems?
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Originally posted by Swamp_Thing
Aldo, your page doesn´t load. I think it´s down.
Strange...works fine for me.
Try http://www.fileplanet.com/dl.aspx?/3dactionplanet/hlp/hosted/reciprocity/piratesahoy.zip