Quote:
Originally Posted by propbeanie
gap, if you can make the torps or the rockets - or both, disappear, you'd be "even more world famous-er" in my book, brother... |;^)
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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