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I want different impact decals for different surfaces #13301
08/21/03 07:04
08/21/03 07:04
Joined: May 2002
Posts: 845
Missouri the "Show me" State
Zerodin Offline OP
Developer
Zerodin  Offline OP
Developer

Joined: May 2002
Posts: 845
Missouri the "Show me" State
This has probably been asked before, but anyway.
I would like to know how to make it so when a player shoots through very thick(unbreakable) glass instead of the standard bulletholes you see a cracked glass mark instead, or like when you shoot a wooden crate the impact mark looks like damaged wood, etc.

Re: I want different impact decals for different s [Re: Zerodin] #13302
08/29/03 19:29
08/29/03 19:29
Joined: Jan 2002
Posts: 644
USA
tesanders Offline
Developer
tesanders  Offline
Developer

Joined: Jan 2002
Posts: 644
USA
I've never done this, but since nobody else replied -- perhaps SCAN_TEXTURE in trace() would do the trick? You could potentially call the trace() on bullet impact, then check TEX_NAME against a list of "special" textures. If it's in the list, apply the appropriate decal.

Hope that helps any.

- Tesanders


Re: I want different impact decals for different surfaces [Re: Zerodin] #13303
09/01/03 19:30
09/01/03 19:30
Joined: Oct 2002
Posts: 471
USA - Tennessee
JayG Offline
Senior Member
JayG  Offline
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Joined: Oct 2002
Posts: 471
USA - Tennessee
It has been a while since I used GameStudio but a trace will return details about what was hit. YOu can check special flags and the texture name. The flags can be set through WED so you could set up certain surfaces to have that flag turned on and when you scan check that flag.




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