Re: Armor

I wouldn't imagine so. the event trigger would just be far more localized it seems to me.. just more work for the modelers and texturers, and of course the Coders having to enter the extra cockpit meshes in the heirarchy. the real problem would be if you lock the keys in the At at. theres no onstar button on the outside

"Uh hello geekstar? I'm locked out of my cool"

--
What do you mean its not chocolate?

Re: Armor

possibility u use traps to destroy at st, like the ewoks did with the at st on endor?

Greetz

Dragunov

http://www.fsmod.com/img/drag_sig.jpg

Re: Armor

That would be pretty cool drag

http://firststrike.totalbf2.com/img/Tk509_sig.jpg

Re: Armor

just 'use' wood and such, like in the movie u saw different traps:

- they cut the wires and the wood just smashed the 'head' of the at st
- then the at st slipped on the wood
- they put a wire between two trees and a speederbike pilot smashed into it
- ...
...

Greetz

Dragunov

http://www.fsmod.com/img/drag_sig.jpg

Re: Armor

Now things like that I would imagne be damn hard to code....the BF2 Engine isnt great whth interacting type physics.

Re: Armor

I'm just a messenger, don't know what the bf2-engine is up too smile

maybe it can be done, maybe not, time will tell

Greetz

Dragunov

http://www.fsmod.com/img/drag_sig.jpg

Re: Armor

In BF'Nam the Vietcong had log traps that you shot the stake out and the logs slide down the hill, slaughtering everything in their way. If this coding is still hidden in the engine somewhere, it could be usefull, for making edor traps.

General Un-Co,
                         Signing off
http://www.fsmod.com/img/unco_sig.jpg