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Partially Submersible Vehicles. https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=5015 |
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Author: | Senshi [ Thu Jun 18, 2009 9:45 am ] |
Post subject: | Re: Partially Submersible Vehicles. |
Probably. But your code would say this: A vehicle doesn't get damage for 30 seconds once it's in water (waterdamagedelay), it does get more damage from deep water (damagefromdeapwater), it doesn't get damage for 5 seconds in deep water (deepwaterdamagedelay), deep water starts 10 units below the sea surface (deepwaterlevel) and it loses 10hp/s while in shallow water and 100hp/s in deep water (100hp/s pretty much is instantkill as most objects have 100 healthpoints). You'd probably want to lower these values...but test if they work at all first. Would be cool |
Author: | Sheppard [ Thu Jun 18, 2009 3:00 pm ] |
Post subject: | Re: Partially Submersible Vehicles. |
It's amazing how we find new stuff about this game still and it's so old It would make sense if this code was developed for the submarines, so that they can have a crush depth, but it isn't used on them. What does cause their crush depth? |
Author: | LevNougol [ Sun Aug 02, 2009 2:06 pm ] |
Post subject: | Re: Partially Submersible Vehicles. |
Author: | Senshi [ Sun Nov 08, 2009 11:28 am ] |
Post subject: | Re: Partially Submersible Vehicles. |
Author: | Apache Thunder [ Thu Nov 19, 2009 6:15 pm ] |
Post subject: | Re: Partially Submersible Vehicles. |
Author: | Senshi [ Thu Nov 19, 2009 8:33 pm ] |
Post subject: | Re: Partially Submersible Vehicles. |
Yeah, that works too and I already implemented that. I just wanted to give a proper example to show there are multiple possibilities . You are just too much of a perfectionist, wanting to get rid of every line of code, every character that is unnecessary . |
Author: | Apache Thunder [ Thu Nov 19, 2009 8:48 pm ] |
Post subject: | Re: Partially Submersible Vehicles. |
Yes I'm a bit of a code freak. I confess. |
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