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Thread: Knocking down targets

  1. #1
    i've created a simple target, but i'm having problems with it, as bullets seem to pass straight through, as do people and everything else... it has all the LOD's, including the geo and fire geo, so surely it should be able to be hit and knocked down?

  2. #2
    did you name all the parts in the fire and geo lods Component01 and so on, or what you could do is on the oxygen menu thing ,go here
    Structure - Topology - Find components




  3. #3
    Second Lieutenant Messiah's Avatar
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    see, i really need to read up more on stuff like this so, this is only the case for objects, you need to name them component1 etc?

  4. #4
    ya just name all individual parts in the fire and geo lods component01,component02,component03 etc

    o and you cant have complex parts in those lods too

  5. #5
    RKSL-Rock
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    O2 does this for you if you ask it to "Find Components" from the Topology menu.

  6. #6
    Second Lieutenant Messiah's Avatar
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    cheers guys... i'm still finding things out about O2

  7. #7
    Component Convex Hull goes one better by finding all the
    components, and then making sure they are convex.

  8. #8
    Second Lieutenant Messiah's Avatar
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    that quite handy...

    another problem kind of, although i think this may be a config thing... but it blows up like an object, which isnt good, as it should fall down like a target - so im asuming its a different config than normal objects?

  9. #9
    In the config, you want to play around with the destrType
    property: IIRC, setting it to zero in your CfgVehicles definition
    should stop it 'blowing-up'. The values are defined in the
    commented configs, I think.

    The other possibility is to give it an _enormous_ armor value.

  10. #10
    Second Lieutenant Messiah's Avatar
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    Quote Originally Posted by (Footmunch @ Aug. 23 2004,15:53)
    In the config, you want to play around with the destrType
    property: IIRC, setting it to zero in your CfgVehicles definition
    should stop it 'blowing-up'. The values are defined in the
    commented configs, I think.

    The other possibility is to give it an _enormous_ armor value.
    well... i'll have to look around, but yeah its got a value of 1... but im trying to make them fall over like trees, signs posts, Target E's etc... so i'll play and see

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