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Old 09-15-13, 07:53 AM   #75
vdr1981
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Quote:
Originally Posted by gap View Post
It makes sense: not being directly attached to its respective 3d model, but to a dummy bone in a second file, the UZO cam controller can't be damaged/destroyed. Try this then:

- open Uboot_Sensors.GR2 in Goblin Editor;
- merge Uboot_Sensors.zon;
- merge cameras.GR2 (path: data\Library);
- select the 3d UZO(s) and enable the Damage Editor;
- in the "Object linked to" section, select _Dummy_Cam_UZO;
- save the zon file.

In this way, the dummy UZO bone (owner of the camera controller), should be destroyed when the 3d UZO is destroyed. Alternatively, you could assign a damage controller (with sphere and box) directly to the dummy UZO, but I doubt it would work.
I tried this and looks like it's the same in both cases(with dummy bone or 3d object)...Actually, CTD will happen only after game is saved-reloaded, before that, if you click on UZO, camera will go crazy and it's difficult to return to captain view, sometimes movements are disabled also. If entire object is removed(base + binoculars) teleport function is disabled...So far best combination is to avoid clicking on uzo after it's been destroyed (removed, nice visual indication of damage). Also, there is a good way of returning to normal views if you click on UZO after all, you need to go to save-load meny ,save game and return to game without reloading...interesting

Last edited by vdr1981; 09-15-13 at 08:06 AM.
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