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Showing results for tags 'building'.
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For immersion reasons, I'd like to make it so that when I start playing a mission, some buildings are already pre-destroyed if you will, or otherwise set on fire. The alternative appears to mean using AI or something to blow up the buildings I wanna blow up before I start flying (or driving since I have Combined Arms). Any advice on what sort of trigger zone to use, what lines of code I must enter, and where?
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- mission editor
- destructible
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I'm making a MOOSE scripted mission. But as soon as I start shooting them, they end up stuck and inaccessible inside the buildings most of the time. The ideal solution for me would be to be able to simply move (not spawn) allied ground troops inside buildings like: unit:setPos(x, y, z) How can I achieve this?
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Hi, Can we destroy the map buildings? I believe yes, but how do I set off the trigger when the buildings are destroyed? I mean I can with static objects, but how we do it with the map buildings it self? The integrated that the maps brings. Br
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I noticed that a single MAVF to a ZTZ-96B tank kills the tank and also buildings that are 100 / 160 / 240 meters away. How did these got hit then? No zones / triggers / scripts used in mission. BUG CHECK.trk
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Hey Folks, i figured that ED is doing Building textures way way different then me so i started to think about how i can improve my texturing and came quickly to my limits. I checked how ED's textures look, and figured they are way different- They have textures that i've never seen before but I'm also not sure if i need to do it the same way. (splatmaps etc.) I know how: - Lights works (so that they illuminate too) - self illuminating textures - the correct color on my Specular maps so windows for example reflect the enviroment - how to create bump maps (normal) and i slighty understand the AO (Ambient Occlusion) textures. - Collision sheels but what i don't understant is, how can i create layer textures in 3ds, like in photoshop? Do i need mental ray? Is it even possible to create a color layer above all my textures, so bump and everything will work correctly? For example i have my maps (textures) for lets say 2 or 3 different type of walls (Diffuse, AO, normal and spec) and i want to create a dirt type layer, I'm sure it needs alpha channel since this one should not go to one face but rather cover my whole object, same goes for a color map, so i can stay with one wall texture but just need a small lets say 128 x 128 texture (map) with a color to change the whole wall into a different color without creating a whole new detailed wall texture that might have 1024 x 1024 I got a few nice materials from this page https://freepbr.com/ Is there a step by step tutorial somewhere how ED is doing textures? It also seems like that they render textures out of 3ds max, which i've never done and not understand since i can't find much about it. This in-game shot should explain it better, it's from an ED building. The light part seems to be the main texture (cement, wall..whatever) the darker spots seem to cover the whole object, not only placed on one face. This is what i try to achieve. Sorry, alot of questions but hope someone can help, or maybe someone from ed can shed some light how it's done.. most important is the layering textures All the best
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Hi all, I’ve started my A-10C II cockpit build and thought maybe someone is interested in following along. I’m doing some things different (i think), for example custom PCBs and completely modular panels connected with regular network cable. If you want to know more you can find the blog here https://warthogathome.com I’m learning as i go, so if anyone has any input i’ll gladly hear it. Especially around the electronics since that’s what I’m working on now, and I don’t have any formal education on the subject.
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To destroy fuel or ammunition warehouses/storage on airfields, a 250kg bomb (500lb) direct hit does not sufficiently damage these buildings to destroy them. The minimum required is a 500kg, or a 1000lb bomb. For these types of buildings, especially considering they contain volitile ammunition or liquids, the minimum damage required is rather excessive. Something in the ballpark of perhaps a 100lb (50kg), perhaps 250lb, should be the minimum required to incapacitate these small supply buildings. 500lb bomb test.trk 1000lb bomb test.trk