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› Vanish/damage units in the MB
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Vanish/damage units in the MB (Read 646 times)
Oct 3
rd
, 2003 at 12:08pm
David27
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Colonel
I love YaBB 1G - SP1!
Posts: 16
Hello,
I'm just making my first missions with the Mission Builder and I have follow questions:
Is there any possibility or trick to vanish or remove units from the mission ?
For example if I want simulate that a submarine is diving at a special waypoint.
Is there a possibility to damage a unit caused by a trigger ?
For example if I want simulate a submarine attack on another ship .
Thank you for your answers.
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Reply #1 -
Oct 5
th
, 2003 at 5:50pm
J_M_C_123
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Colonel
Posts: 30
good question.
I don't have an answer.
(I'm not doing cfs2 right now)
I believe you can make planes develop damage through triggers but I dont know how or if it will smoke and flame and crash/sink.
Some of the biggest things (things that remind me of this type stuff you asked ) have been done by penwin I believe. this would be a job for him.
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Reply #2 -
Oct 5
th
, 2003 at 10:05pm
Cody_Coyote
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Posts: 92
You can use a trigger to add damage to an aircraft but not a ship. Unfortunately the only damage option you have for a plane is an engine fire.
You can preset damage to a ship (or anything else including infrastructure) at the time you first select it but that level of damage will be there from the start of the sim. As a general rule that preset damage is not visible but does make the ship, etc. easier to destroy.
I know of no way to make an object "unspawn". I've written missions where the goal is for the player to sink a submarine before it dives. I do that by spawning the sub then giving the player a set amount of time, say 5 minutes, to find and sink the sub. At the end of that time period the mission ends. I use different debriefs depending on whether of not the player sunk the sub in time. It works, but does result in the mission ending.
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Reply #3 -
Oct 7
th
, 2003 at 6:09am
David27
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Colonel
I love YaBB 1G - SP1!
Posts: 16
Thank you very much for your answers.
It's a pity that Microsoft hasn't build in such functions.
It would enable to create more intressting missions with a minimal expediture of programming.
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Reply #4 -
Oct 8
th
, 2003 at 3:17pm
B24Guy
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I love YaBB 1G - SP1!
Posts: 75
Hi Dave,
I was thinking about your sub question.
You might try to turn your sub into a flyable unit.
Someone did this for the PT Boat.
An ultralight air file might be used.
Change the model ref. point in the config. file to -200ft or whatever and when you put the unit at an alt. of 200ft the sub should be on the top of the water.
I have no idea if this work but I don't see why not.
B24Guy
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Reply #5 -
Oct 9
th
, 2003 at 12:44pm
B24Guy
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I love YaBB 1G - SP1!
Posts: 75
Well since I thought of it I had to try it.
I don't think it is posable with the ms model.
As soon as the model ref. point hits the water boom.
You would have to build a model with a parascope that is always above the water.
You could make the top part transparent that might work.
It would be cool.
Well back to flying for now.
B24Guy
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