little red and blue boxes
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I think, rather than an impact detonation, it would be better if it had a proximity detonation. Then you can make the hit points as high as you like, but it'll still detonate if it hits anything. Is that workable?quote:
Will it explode before 20 seconds if it hits something (I hope)?
yes if it hits something big enough and hard enough to crunch it's hull. The other side of the coin is, if it's too crunchy, it'll be too easy for fighters to shoot it down.
Holy cow! I only just now felt the question filter into my head! Sorry. The answer should be a resounding yes! If they've got a physical avatar model any sim can be set up in a scene.Is there an easy way to create a setup scene (avatar) using the models.
Tracking down these avatar locations sounds like a job for my new mod, "Beauty Shots." It will allow you to throw any visible sim into a folder and view it unbothered in-game (you can even "pose" moveable sims through the remote link). So all you have to do is keep chucking suspects into the mod folder (one at a time) until the boxes reveal themselves. SoupDragon may have uploaded it into the mods section by now. But if not, you can get it here:
americanodysseymagazine.com/johnspics/sc_beauty_shots.zip
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nope, proximaty mines don't work correctly im MP, if they are created after the game has already started. I guess, due to the static geography.I think, rather than an impact detonation, it would be better if it had a proximity detonation. Then you can make the hit points as high as you like, but it'll still detonate if it hits anything. Is that workable?
I know, but I can't find an avatar for the box model. It's only a PSO thats apparently attached as a null object to other models.If they've got a physical avatar model any sim can be set up in a scene.
Thats why I asked if an avatar could be created for the PSO model.
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resource\avatars\boxes\redbox.pso
resource\avatars\boxes\yellowbox.pso
resource\avatars\boxes\greenbox.pso
They only have 1kb each!
I dunno, if they are the boxes used on the modular stations or not,
it's just a guess.
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Originally posted by MajorTom
nope, proximaty mines don't work correctly im MP, if they are created after the game has already started. I guess, due to the static geography.I think, rather than an impact detonation, it would be better if it had a proximity detonation. Then you can make the hit points as high as you like, but it'll still detonate if it hits anything. Is that workable?
BTW: I forgot to mention, the avatar on the bomb is from the old MP game "Bomb Tag". I used it specifically because it is "sticky"! [^]
I dunno how it works but if it hits another object at a speed of less than 350 m/s it sticks to the object and rolls around across the objects surface. [}]
Thats some pretty tricky modeling, you might want to look into how that works someday.
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Is this a stock EoC feature? If it is, then I expect that it's more like some tricky C++. If not, then I don't know what it is. I can't imagine any way an effect like that could be achieved (well, reasonably anyway) through modeling. But I'd sure love to see this effect! It sounds cool as hell!Thats some pretty tricky modeling, you might want to look into how that works someday.
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