Sennacherib 0 Posted November 7, 2006 i searched everywhere; but i didn't found, how to minimize this kind of destruction, or even how to avoid them without using a wreck? Share this post Link to post Share on other sites
ProfTournesol 956 Posted November 7, 2006 Quote[/b] ]even how to avoid them without using a wreck? Create a wreck model, and add an eventhandler "killed" to your config that launches a script which deletes the destroyed tank and camcreates (or createvehicle) the wreck model at the same place, facing the same dir. It could be done along with a smoke script that will "hide" the operation. The only prob is the little lag that happens when the wreck model is camcreated, and the dead crew that could be "floating in the air" after the deletevehicle. But you can always "eject" the crew before the tank is completely destroyed. Share this post Link to post Share on other sites
JdB 151 Posted November 7, 2006 Change destrType=DestructTank; to destrType=DestructMan; in the config.cpp. Or if there is no destrType entry there yet it will inherit from the class (ugly crumple effect), then you need to add it to CfgVehicles like so: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgVehicles { class All {}; class AllVehicles: All {}; class Land: AllVehicles {}; class LandVehicle: Land {}; class Tank: LandVehicle {}; class T55G: Tank {}; class RHS_T62A: t55G { scope=2; side=0; displayName="T-62"; destrType=DestructMan; model="\RHS_t62a\t-62a.p3d"; weapons[]={"RHS_2A22","RHS_PKT_NT"}; Sample taken from the RHS T62 pack Share this post Link to post Share on other sites
Sennacherib 0 Posted November 7, 2006 thx guys. i will try that. Share this post Link to post Share on other sites
ProfTournesol 956 Posted November 7, 2006 Quote[/b] ]even how to avoid them without using a wreck? Quote myself : Quote[/b] ]Create a wreck model I wasn't drunk this morning...i should refrain from posting when i'm not totally awaken... @ Jdb : destructman means no explosion, no crumble effect, no smoke ? Share this post Link to post Share on other sites
JdB 151 Posted November 7, 2006 @ Jdb : destructman means no explosion, no crumble effect, no smoke ? Have you ever seen a man explode or burst out puffs of smoke when dying? Like in any mod or Config Enhancement, seperate scripts should be used for the appropriate effects. Share this post Link to post Share on other sites
Sennacherib 0 Posted November 7, 2006 wow wow wow, i suck in scripting, so, how i could do that Share this post Link to post Share on other sites
oneoff 0 Posted November 7, 2006 why dont you use the real explosion script where turret blow off. its called Quote[/b] ]P R O J E C T: K-KILL S C R I P T ;;;;; By: Grendel its fantastic , i am sure if you ask you can modify for your own tnk all you have to do is cut your turret and make a seperate .pbo and your ok . try ofpec for the real deal i modified mine for me own use and tracks blow off and cannon . if you do decicde ,ther is a part where the sparks fly at random intervals after tank death ,cut it out ,its a lil lag, other than that its fantastic. i wil ltry to post a video in next 10 mins. Share this post Link to post Share on other sites
Sennacherib 0 Posted November 7, 2006 well, i'm going to take a look at that, thx. is it compatible with ECP? Share this post Link to post Share on other sites
ProfTournesol 956 Posted November 7, 2006 Quote[/b] ]Have you ever seen a man explode or burst out puffs of smoke when dying? Yes, vampires.... Â Share this post Link to post Share on other sites
Sennacherib 0 Posted November 8, 2006 well, i think, that i'm going to use a wreck. scripting is not my cup of tea Share this post Link to post Share on other sites