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Author Topic: Modeling/Configuration: Multiple Hit-Points and Body Mutilation  (Read 667 times)

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Komuna

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This idea occured to me while editing an unit model, as consequence of the frustration of ignoring the features and capabilities of OFP:

Using the event handler "Dammaged" to obtain the hitted selections of a redesigned model (a model with 10 selections per hit-point) and retexture those selections with setObjectTexture, according to the ammount of damage, in order to achive a reallistic damage effect.

Selections hitted with high damage values (from bombs and grenades) could be hidden (setObjectTexture, again) and replaced with a sub-layer of selections (joined to the points of the knee) representing a mutilation.

I know it's possible. However, I doubt it will be easy to achieve and, therefore, I doubt we'll see such project released very soon...

Anyway, comment it!