Vanish/damage units in the MB

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Vanish/damage units in the MB

Postby David27 » Fri Oct 03, 2003 11:08 am

Hello,
I'm just making my first missions with  the Mission Builder and I have follow questions:

Is there any possibility or trick to vanish or remove units from the mission ?
For example if I want simulate that a submarine is diving at a special waypoint.

Is there a possibility to damage a unit caused by a trigger ?
For example if I want simulate a submarine attack on another ship .

Thank you for your answers.
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Re: Vanish/damage units in the MB

Postby J_M_C_123 » Sun Oct 05, 2003 4:50 pm

good question.

I don't have an answer.

(I'm not doing cfs2 right now)

I believe you can make planes develop damage through triggers but I dont know how or if it will smoke and flame and crash/sink.

Some of the biggest things (things that remind me of this type stuff you asked ) have been done by penwin I believe. this would be a job for him.
Last edited by J_M_C_123 on Sun Oct 05, 2003 4:52 pm, edited 1 time in total.
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Re: Vanish/damage units in the MB

Postby Cody_Coyote » Sun Oct 05, 2003 9:05 pm

You can use a trigger to add damage to an aircraft but not a ship.   Unfortunately the only damage option you have for a plane is an engine fire.  

You can preset damage to a ship (or anything else including infrastructure) at the time you first select it but that level of damage will be there from the start of the sim.  As a general rule that preset damage is not visible but does make the ship, etc. easier to destroy.

I know of no way to make an object "unspawn".  I've written missions where the goal is for the player to sink a submarine before it dives.  I do that by spawning the sub then giving the player a set amount of time, say 5 minutes, to find and sink the sub.  At the end of that time period the mission ends.  I use different debriefs depending on whether of not the player sunk the sub in time.  It works, but does result in the mission ending.  
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Re: Vanish/damage units in the MB

Postby David27 » Tue Oct 07, 2003 5:09 am

Thank you very much for your answers.
It's a pity that Microsoft hasn't build in such functions.
It would enable to create more intressting missions with a minimal expediture of programming.
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Re: Vanish/damage units in the MB

Postby B24Guy » Wed Oct 08, 2003 2:17 pm

Hi Dave,

I was thinking about your sub question.

You might try to turn your sub into a flyable unit.
Someone did this for the PT Boat.
An ultralight air file might be used.
Change the model ref. point in the config. file to -200ft or whatever and when you put the unit at an alt. of 200ft the sub should be on the top of the water.

I have no idea if this work but I don't see why not.

B24Guy :)
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Re: Vanish/damage units in the MB

Postby B24Guy » Thu Oct 09, 2003 11:44 am

Well since I thought of it I had to try it.

I don't think it is posable with the ms model.

As soon as the model ref. point hits the water boom.

You would have to build a model with a parascope that is always above the water.

You could make the top part transparent that might work.

It would be cool.

Well back to flying for now.

B24Guy ;)
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