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[REL] Destructible Factory
I don't know if this has been done already, but here's a factory which you can blow up! I've included a single mission, and tested on stock 1.4
The drawback is you have to place it on low ground, because it sits on sea level. It probably has other bugs that i didn't discover yet. Link: http://www.filefront.com/17618274/De...e-Factory.zip/ Here's how i did it: 1. Cloned a ship 2. In the zon file removed collision from all spheres 3. In CollisionableObject set rebound=0 4. In the sim file, found correct values so that the object doesn't bounce. You get a kill report in your logbook, but if you don't want the report, use the CoastalDefense Controller & cmdr instead of AIShip controller & cmdr. Feel free to use, mod and improve it! |
Oh someone please make this work with v 1.5 and esp TMO RSRD.Shelling a building would be cool.Thanks for the innovative work:arrgh!:
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I think it should work with 1.5, but you never know. Try and let us know if it works!
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Why shouldn't it work with every mod? Works fine with TMO 2.0 :D
But what a brilliant idea! :up: Now we can have missions like Ruhe and Fluckey: land some special forces, then continue up coast and do some factory damage. Would like some oiltanks too! Please! :D http://i189.photobucket.com/albums/z...LandAttack.jpg Btw. the included mission lacks an objective for it to run... uploaded one here: http://www.mediafire.com/?xyfhnxax9wuq6f8 |
I've uploaded an improved version. This one is sitting on a platform, now it can be placed on elevations up to 30-35 m. Also, in the previous version a dive bomber could blast the factory to outer space, causing a CTD.. now fixed.
It works with a destroy objective, tonnage objective, photo recon, and you can see it on your radar! The unit type is now 10 (battle cruiser). It could be put in a campaign, if there are no ships of that type in random groups. I wanted to see if it was possible to make it shoot. I was able to mount a gun and get them to shoot at me, but there were some ctd's. I think it would be great to have destructible buildings, bunkers and tanks in the campaigns. However, i'm busy with the cold war stuff right now. Here are the links: Destructible Factory v2 http://www.filefront.com/17621674/De...Factory_v2.zip 3d Models of factory and platform: http://www.filefront.com/17621677/fa...orm_models.zip If you're making a destructible building, you have to merge it with a platform model in a 3d editor, and then import to S3d. Adding the platform in S3d as a child node doesn't work correctly. |
i like the idea of an oil tanks version using this process and tall tanks would solve the height placement issue by having the tanks just looking shorter in some locations
creating destroyable oil tanks means that fuel depots can also be added to ports for special ops missions |
Someone should bring lurker out of retirement to place this in RSRD.Great work.
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The oil tank seemed easy enough to implement. Thanks for the tip, Webster! :yeah:
Version 2b: http://www.filefront.com/17622645/De...actory_v2b.zip I've changed the prefix from NCO to LND. I'm not sure if this will cause any problems or ctd's. The units are still in the Sea folder, not Land. |
This would be excellent if you added it to a surface Mod.
Also, perhaps a little suggestion for the Cold War Mod of having these implemented and being targeted SSMs from Russky subs? :hmmm: Could these theoretically be placed (for example) Washington? Create a mission for the Cold War Mod to launch a missile (Nuke) at said coordinates to destroy the building? Would be cool to have this mission as a boomer skipper |
Thank you so much; this will definitely be used in my WWI mod for airfields, airship sheds, supply dumps, & more ... if I find the time!
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I've found that it's possible to make the destructible land objects shoot back, but in that case you don't get a kill report in the log. Also, CTD occurs only if you order your crew to fire. So in that case you would have to fire manually. Perhaps this could be used to make machine gun emplacements or tanks which can fire.
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