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terrain damage reducing script? http://45.55.195.193/viewtopic.php?f=73&t=25389 |
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Author: | salt_1219 [ Thu Sep 01, 2011 7:48 pm ] |
Post subject: | terrain damage reducing script? |
I could be wrong, but wasn't there a script floating around that reduced the damage rounds did to terrain but still effected actors normally. Any round sharp enough to damage a door is sharp enough to rape terrain. If you know the one I'm talking about could you send me a link please. -thanks |
Author: | Gotcha! [ Thu Sep 01, 2011 11:35 pm ] |
Post subject: | Re: terrain damage reducing script? |
There are/were several. Maxim's mod has one, created by whitty. |
Author: | salt_1219 [ Fri Sep 02, 2011 12:27 am ] |
Post subject: | Re: terrain damage reducing script? |
Thanks i will check that out after work. |
Author: | Azukki [ Sat Sep 03, 2011 12:48 am ] |
Post subject: | Re: terrain damage reducing script? |
Here's another, options are always nice. Apply script to bullet. Replace 2 with whatever factor you want to divide the sharpness by when an imminent terrain collision is detected. Code: function Create(self) self.weakened = 1 end function Update(self) if self.weakened == 1 then local terrcheck = Vector(0,0); if SceneMan:CastStrengthRay(self.Pos, (self.Vel / 3),0,terrcheck,0,0,true) then self.Sharpness = self.Sharpness / 2 self.weakened = 2 end end end |
Author: | Gotcha! [ Sat Sep 03, 2011 1:54 am ] |
Post subject: | Re: terrain damage reducing script? |
Thanks! |
Author: | salt_1219 [ Sat Sep 03, 2011 1:56 am ] |
Post subject: | Re: terrain damage reducing script? |
I will try that out thanks, i did find whitty's. I think i will compair them im sure one will work better. |
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