Thread: [REL] Rockets mod
View Single Post
Old 08-30-17, 12:36 PM   #186
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,214
Downloads: 793
Uploads: 10
Default

Quote:
Originally Posted by gap View Post
Well, my idea is relatively simple:
  • make torpedo/rockets a separate submodel (they probably already are) in the rack/launcher/virtual gun models that torpedo/rocket launching aircraft are equipped with;

  • add a damage box to these models, and specify as damage zone a custom zone set as detroyable and with very low armor level and hit points (let's say 1/1);

  • add a muzzle flash effect to the virtual torpedo/rockets guns, if it is not already present;

  • make this effect to spawn a custom explosive charge (using the same concept as the 'unit damage from fire' mod)

  • set damage points/radii/armor penetration values of that charge just as high as to allow it to destroy the dummy torpedo/rocket models on the racks, but not high enough to damage the aircraft itself nor any other of its parts.

This is the theory. In practice the plane gets damaged anyway, I still need to understand why
I forgot to mention that the virtual muzzle that actual torpedo/rockets (and the dummy flash effect) will spawn from, must be close enough to the destroyable torpedo/rocket models (the ones in the rack) for the explosive charge linked to the flash effect to selectively destroy them.
The muzzle shouldn't be internal to the destroyable models though: tests by Kendras show that SHIII might not detect collision between a 3D mesh/damage box and and a piece of ammonition, if that ammonition is originating within the boundaries of the mesh/box.
All in all, it is better if a destroyable, invisible model (a 'trigger' as Kendras called it), is placed close to the muzzle (but not overlapped to it) and the dummy torpedo/rocket models linked to it as child models.
__________________
_____________________
|May the Force be with you!|
...\/
gap is offline   Reply With Quote