Can I remove some parts from the ingame model, i.e. to remove tank turret?
I tried to remove it in con file, and I've got strange looking tank with turret underneath :)
Another odd question.
I'm trying to make helicopter wrecks to have some rotation after creation.
The only way I know is to link the template with ForceObject to ObjectTemplate.armor.addArmorEffect, but this doesn't work for me. Or I'm doing something wrong :)
Any ideas?
Last odd question.
Is there any way for heatseeking AA missile trajectories to be more realistic?
I had a lot of experiments with it to make its trajectory more "chaotic", but there is a heavy problem.
I've added some wobbling for missile with Mesh physics by adding some forces (like eryx spin with 3 axis) with some offset from center for missile with wings, but the mesh physics causes odd effects.
I.e. when I fire a missile with manpad, and the missile hit the target, I can't see the explosion at the right place, and the explosion effects (and camera shaking) is triggered at the start of the missile trajectory. It's terrible, especially when the explosion effect is the e_exp_xlargepr :)
But with the point physics the missile can only make translations, but not rotation - the point can't rotate :)
I tried to remove it in con file, and I've got strange looking tank with turret underneath :)
Another odd question.
I'm trying to make helicopter wrecks to have some rotation after creation.
The only way I know is to link the template with ForceObject to ObjectTemplate.armor.addArmorEffect, but this doesn't work for me. Or I'm doing something wrong :)
Any ideas?
Last odd question.
Is there any way for heatseeking AA missile trajectories to be more realistic?
I had a lot of experiments with it to make its trajectory more "chaotic", but there is a heavy problem.
I've added some wobbling for missile with Mesh physics by adding some forces (like eryx spin with 3 axis) with some offset from center for missile with wings, but the mesh physics causes odd effects.
I.e. when I fire a missile with manpad, and the missile hit the target, I can't see the explosion at the right place, and the explosion effects (and camera shaking) is triggered at the start of the missile trajectory. It's terrible, especially when the explosion effect is the e_exp_xlargepr :)
But with the point physics the missile can only make translations, but not rotation - the point can't rotate :)