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! |
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... |
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. |
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. |
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 |
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? |
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 |
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 |
I would higly recommend watching this guide. It is an old guide but I think there weren't significant changes if any.
The command panther skin is made like every other skin the only difference is that the skin is then forced on the command panther entity file in the attribute editor.
Thank you very much, but if I want to make a new special overrided skin, do I need to create a new skin mod or I can directly put skin into the tunning pack folder and use it? |
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 |