A question about vehicle critical
Posts: 23
I mean, I would like to make crews safely bail out when vehicle health is 0, but the vehicle will remain its look but not recrewable any more.
(Some vehicles can achieve this with their brew up animation but lots of units directly go explode when using brew up death type)
Any pointing will be appreciated, thanks
Posts: 317
Is it possible to make a 0 health, abondoned vehicle unrecrewable?
I mean, I would like to make crews safely bail out when vehicle health is 0, but the vehicle will remain its look but not recrewable any more.
(Some vehicles can achieve this with their brew up animation but lots of units directly go explode when using brew up death type)
Any pointing will be appreciated, thanks
In the entity of the vehicle, there is renewable_ext in there you can find driver_death_chance_on_entity_death. There you can put a value from 0 to 1. If you want the squad to always be undamaged you need to set the value to 0.
Posts: 817 | Subs: 5
but the vehicle will remain its look but not recrewable any more.
In the wreck entity, remove: action_apply/animator_set_event
In the entity of the vehicle, there is recrewable_ext in there you can find driver_death_chance_on_entity_death.
Posts: 23
In the wreck entity, remove: action_apply/animator_set_event
thanks for the reply sir, but I don't think it's working after I deleted all action_apply in the entity wreck, the vehicle exploded and became a piece of scrap as normal
Posts: 817 | Subs: 5
thanks for the reply sir, but I don't think it's working after I deleted all action_apply in the entity wreck, the vehicle exploded and became a piece of scrap as normal
I am sorry for the wrong answer. I will continue the search and test it this time before posting here.
Posts: 817 | Subs: 5
In the wreck:
1. remove, action_apply/animator_set_event
2. add, action_apply/animator_set_state
state_machine_name: damage_state
do_action_state_name: healthy
In the tank itself:
3. empty the field 'health_ext/death_event_name'.
The first two steps change the black wreck to a healthy and skinned model. The third step removes the explosion.
Posts: 23
This time a tested solution
In the wreck:
1. remove, action_apply/animator_set_event
2. add, action_apply/animator_set_state
state_machine_name: damage_state
do_action_state_name: healthy
In the tank itself:
3. empty the field 'health_ext/death_event_name'.
The first two steps change the black wreck to a healthy and skinned model. The third step removes the explosion.
Thank you very much! Problem solved
Posts: 23
This time a tested solution
In the wreck:
1. remove, action_apply/animator_set_event
2. add, action_apply/animator_set_state
state_machine_name: damage_state
do_action_state_name: healthy
In the tank itself:
3. empty the field 'health_ext/death_event_name'.
The first two steps change the black wreck to a healthy and skinned model. The third step removes the explosion.
Thank you very much! Problem solved
Posts: 23
This time a tested solution
In the wreck:
1. remove, action_apply/animator_set_event
2. add, action_apply/animator_set_state
state_machine_name: damage_state
do_action_state_name: healthy
In the tank itself:
3. empty the field 'health_ext/death_event_name'.
The first two steps change the black wreck to a healthy and skinned model. The third step removes the explosion.
On last question, in this case is it able to make a destroyed critical which remain the look of the vehicle and another destroyed critical which make tank explode just like vanilla one?
Posts: 23
On last question, in this case is it able to make a destroyed critical which remain the look of the vehicle and another destroyed critical which make tank explode just like vanilla one?
NVM problem sovled
Posts: 23
This time a tested solution
In the wreck:
1. remove, action_apply/animator_set_event
2. add, action_apply/animator_set_state
state_machine_name: damage_state
do_action_state_name: healthy
In the tank itself:
3. empty the field 'health_ext/death_event_name'.
The first two steps change the black wreck to a healthy and skinned model. The third step removes the explosion.
Sorry another question...Can a wreck be destroyed into another wreck? I tried and the second wreck just become "nothing", you can't select it and infantry can even go through it...
Thank you very much.
Posts: 817 | Subs: 5
Sorry another question...Can a wreck be destroyed into another wreck? I tried and the second wreck just become "nothing", you can't select it and infantry can even go through it...
Thank you very much.
I am afraid not. The brew-up tanks in vanilla have a bug just like this. They are supposed to become a normal wreck in de end, but that doesn't happen.
Posts: 23
I am afraid not. The brew-up tanks in vanilla have a bug just like this. They are supposed to become a normal wreck in de end, but that doesn't happen.
Ah I see, thanks.
Posts: 23
I am afraid not. The brew-up tanks in vanilla have a bug just like this. They are supposed to become a normal wreck in de end, but that doesn't happen.
But is it possible to make a critical with its looking remained, but another critical the vehicle explode into the scrap? I'm a bit confuse now...
Posts: 817 | Subs: 5
It might be possible when you only use the death_action once, and spawn a separate entity at the second time. I will try that this weekend.
Posts: 23
The death action applies certain settings to the entity when it becomes the first wreck. If that wreck dies again, then those settings are applied a second time and that causes weird behavior.
It might be possible when you only use the death_action once, and spawn a separate entity at the second time. I will try that this weekend.
Thank you very much!
Posts: 817 | Subs: 5
One wreck with two different behaviors in a random action. 1 that explodes into scrap and 1 with some criticals for the looks.
In the tank, ebps/health_ext:
Empty the field death_event_name. And set the death_seconds to 0.
In the wreck:
Remove, action_apply/animator_set_event
And add this:
The 1st explodes and the 2nd keeps its looks (both have 50% chance to occur).
Posts: 23
I made the following:
One wreck with two different behaviors in a random action. 1 that explodes into scrap and 1 with some criticals for the looks.
In the tank, ebps/health_ext:
Empty the field death_event_name. And set the death_seconds to 0.
In the wreck:
Remove, action_apply/animator_set_event
And add this:
The 1st explodes and the 2nd keeps its looks (both have 50% chance to occur).
That finally works, thanks
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