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Damage Emitters Vehicles initial stage [message #326165] Mon, 14 April 2008 05:54 Go to next message
rrutk is currently offline  rrutk
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I added damage emitters to vehicles (where smoke and fire come out of the vehicle if it is damaged). They work great, with one exepction:

On initial stage, if the vehicles are delivered, they are activated, even if the vehicles have no damage.

as soon as a give one shot with the healing gun or whatever - so renegade recognizes, that its full of health, all is fine.

[Updated on: Tue, 15 April 2008 04:19]

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Re: Damage Emiiters Vehicles initial stage [message #326210 is a reply to message #326165] Mon, 14 April 2008 14:30 Go to previous messageGo to next message
Gen_Blacky is currently offline  Gen_Blacky
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i could never figure how to do that correctly

http://s18.postimage.org/jc6qbn4k9/bricks3.png
Re: Damage Emiiters Vehicles initial stage [message #326219 is a reply to message #326210] Mon, 14 April 2008 14:59 Go to previous messageGo to next message
Jerad2142 is currently offline  Jerad2142
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hmmmm....

Well I know it can be done, and it would be really easy to do with scripts beings all you would have to do is attach SUR_Timed_Death with 0.00,-9999,blamokiller as parameters to each vehicle. But, there has to be some way to do it in Renx so it works right, check and see if it works right if its in the Renegade->Data folder, replacing a vehicle thats already in the game. If it does, then the only way to fix it will be with scripts, as some times the game only renders certain aspects of models correctly when they are loaded when the game loads for the first time.


Re: Damage Emiiters Vehicles initial stage [message #326221 is a reply to message #326219] Mon, 14 April 2008 15:16 Go to previous messageGo to next message
rrutk is currently offline  rrutk
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I mean damage emitters, where the smoke and the fire come out of the vehicle if it is damaged!!

well, the standard-renegade-vehicle have damage-emitters too! so it should be no problem....?

there are also a lot of tutorials for this, which I followed.

Like I said, they work, but are activated on delivery (and in w3dviewer too), which is very strange.

[Updated on: Mon, 14 April 2008 15:18]

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Re: Damage Emitters Vehicles initial stage [message #326293 is a reply to message #326165] Tue, 15 April 2008 12:55 Go to previous messageGo to next message
Di3HardNL is currently offline  Di3HardNL
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I tried it once with the 'Track viewer' but that only works for buildings i figured out

http://i236.photobucket.com/albums/ff5/Di3HardNL/Di3Logo-1.jpg

Visit My website to download all kind of models for Renegade! Also learn how to create your own stuff with my tutorials!
www.renegademodels.tk

Check out my video's on my Youtube profile!
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Re: Damage Emiiters Vehicles initial stage [message #326535 is a reply to message #326221] Thu, 17 April 2008 06:56 Go to previous message
Jerad2142 is currently offline  Jerad2142
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rrutk wrote on Mon, 14 April 2008 16:16

I mean damage emitters, where the smoke and the fire come out of the vehicle if it is damaged!!

well, the standard-renegade-vehicle have damage-emitters too! so it should be no problem....?

there are also a lot of tutorials for this, which I followed.

Like I said, they work, but are activated on delivery (and in w3dviewer too), which is very strange.



W3D viewer always shows all emitters on an object.


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