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Battlefield Modding Tutorials BFMODS :: View topic - Partially Submersible Vehicles.
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Partially Submersible Vehicles.
https://battlefieldmodding.com/ssm/phpBB3/viewtopic.php?f=3&t=5015
Page 3 of 3

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 8-)

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 :lol:

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. :D

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