Messiah 2 Posted August 22, 2004 i've created a simple target, but i'm having problems with it, as bullets seem to pass straight through, as do people and everything else... it has all the LOD's, including the geo and fire geo, so surely it should be able to be hit and knocked down? Share this post Link to post Share on other sites
oyman 0 Posted August 22, 2004 did you name all the parts in the fire and geo lods Component01 and so on, or what you could do is on the oxygen menu thing ,go here Structure - Topology - Find components Share this post Link to post Share on other sites
Messiah 2 Posted August 22, 2004 see, i really need to read up more on stuff like this so, this is only the case for objects, you need to name them component1 etc? Share this post Link to post Share on other sites
oyman 0 Posted August 22, 2004 ya just name all individual parts in the fire and geo lods component01,component02,component03 etc o and you cant have complex parts in those lods too Share this post Link to post Share on other sites
Guest RKSL-Rock Posted August 22, 2004 O2 does this for you if you ask it to "Find Components" from the Topology menu. Share this post Link to post Share on other sites
Messiah 2 Posted August 22, 2004 cheers guys... i'm still finding things out about O2 Share this post Link to post Share on other sites
Footmunch 0 Posted August 23, 2004 Component Convex Hull goes one better by finding all the components, and then making sure they are convex. Share this post Link to post Share on other sites
Messiah 2 Posted August 23, 2004 that quite handy... another problem kind of, although i think this may be a config thing... but it blows up like an object, which isnt good, as it should fall down like a target - so im asuming its a different config than normal objects? Share this post Link to post Share on other sites
Footmunch 0 Posted August 23, 2004 In the config, you want to play around with the destrType property: IIRC, setting it to zero in your CfgVehicles definition should stop it 'blowing-up'. The values are defined in the commented configs, I think. The other possibility is to give it an _enormous_ armor value. Share this post Link to post Share on other sites
Messiah 2 Posted August 23, 2004 In the config, you want to play around with the destrTypeproperty: IIRC, setting it to zero in your CfgVehicles definition should stop it 'blowing-up'. The values are defined in the commented configs, I think. The other possibility is to give it an _enormous_ armor value. well... i'll have to look around, but yeah its got a value of 1... but im trying to make them fall over like trees, signs posts, Target E's etc... so i'll play and see Share this post Link to post Share on other sites
Planck 1 Posted August 23, 2004 I think what you need is: destrType="DestructTree"; That should make it fall over like a tree. Planck Share this post Link to post Share on other sites
Guest RKSL-Rock Posted August 25, 2004 Another thing to look at Mess is the "animated targets" addons released sometime ago. It might help you with ideas, they have the nice feature of being able to be reset via a trigger. Share this post Link to post Share on other sites