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| ArmA 2 & OA : CONFIGS AND SCRIPTING (addons) Discussion on editing CPP's, SQS', SQF's and getting your work from O2 to Arma 2 & the standalone expansion Operation Arrowhead |
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#1 |
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Sergeant
Join Date: Sep 2008
Location: Texas USA
Posts: 169
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Effects that are displayed when a vehicle is shot.
Hello,
I would like to know how to change/edit part of my vehicle so that when a round hits it, a spark is displayed. So, in other words.. The game knows that this part of my vehicle is metal, and when a round hits it, the particle effects should be displayed accordingly. I am pretty sure that the answer resides in the hitpoints section of my config, but I am not sure where. Thanks, -AD P.S. I did A LOT of searching and could not find an answer for this, I looked up "hitpoints" and "material" on the WIKI, but that was fruitless. |
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#2 |
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Staff Sergeant
Join Date: Jan 2003
Location: Longview, TX
Posts: 224
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That is a good question..
![]() I can point you toward the WarFX Mod and Optical Snare's Config. He uses really large effects including sparks for his Mod. You can grab it here: http://www.armedassault.info/index.p...t=news&id=3352 Hope that helps
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#3 | |
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Sergeant
Join Date: Sep 2008
Location: Texas USA
Posts: 169
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Quote:
Sorry for the confusion, I HAVE been using the WarFX mod and have noticed that everytime I shoot something metal there are sparks and sounds of bullets hitting metal, but then when I shoot other things it is different. The answer is this.. In the "Fire Geometry" LOD of the model, the faces need to have a material file associated with it that links to a "bisurf" file, here are some examples of the paths... Code:
ca\data\penetration\rubber.rvmat Code:
ca\data\penetration\metalplate.rvmat So, really, this post is a model question and not a config/scripting question. -AD |
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![]() | Effects that are displayed when a vehicle is shot. |
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