thats good to hear, maybe you could use compartments then which have batterys for acid smoke triggered by 30% damage or something, but all compartments triggerred for normal smoke by 50% and catch additional fire by having 70% of damage... but with a lenght limitation.
this effects could maybe restart if a smoke/fire effected compartment got an additional damage of 10% (or higher) over first trigger initiation value.
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Stormy......
Last edited by Stormfly; 05-13-11 at 08:14 PM.
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