Then when the mission is reloaded, an automated Init executed script, would check if the special array contained any elements and if so, mapped damage to the object in the array, the script then exiting
or is there more to the sp bug,
will global variable arrays be saved in sp ??
Global variable arrays are saved, yes..
But what you mean by 'automated init executed script' escapes me..
Init of a soldier does not get executed upon a saved game being loaded...
By loaded saved game I mean an SP mission which is saved at some point and then later that saved point is loaded up in order to retry from there..
The same 'rules' apply to those retry points that can be put into a mission, etc..
Or am I just completely misunderstanding you
another thought, to get away from the additional polygon count, is it possible to map an invisible texture to hide part of the limb,
or would it show up as white
or if viewed from a certain angle would it show a hollowed out leg ??
That is exactly why it would add polys, because you would need to model the torn of limb as a stump and texture the end of the stump with a 'bloody mess texture', otherwise you would see inside the model..
And, the torn off part would also need to be a stump so that you would get it completely invisible. If you would leave the end of the torn of part 'unmodelled' it woul dmost likely show some odd parts of the outside model when wieved from certain angles..
And yes, you can texture a model with 'invisible' texture, that is no problem..
I have done it a more simple way, use a hit event handeler and an animation.
Will you get the torn off limb to look like a bloody stump?
What will happen when a such animated unit goes into some other anim, like to be cared by a medic, etc?
Anims are out of question for me because OFPAnim is compelely and utterly unusable...
If I have to try to use it again I will kill someone..
This whole feature would be quite cool though, would add a lot of intensity to a mission when the player could lose a leg or an arm, and just slowly bleed to death