I'm trying to get the collapsed building effect, like those from civilian buildings when they die, to work on Faction strucutures. but by adding the following:
Behavior = StructureCollapseUpdate ModuleTag_15 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 End
At the end of any building (in this case, glaHole), it doesn't work. Generals does run though. Just the effect doesn't happen. when I do this to other civilian buildings though, it works file. Is there something that is needed for faction buildings to collapse?
I think effects like that are built into the model.
TheMirageI think effects like that are built into the model.
You mean that they also did it for the small civilian buildings too? cuz I can get thos to collapse, except that they finish showing it like it was brand new :P . (That's becuz i didn't set the POST_COLLAPSE model at the time.)
Even if i did the POST_COLLAPSE, it won't work with faction buildings (incase u'd ask).
hmmmm, well maybe they did. Not sure. But if it didn't work for the faction buildings that way, I doubt you can do it any other way.:uhm:
it doesn't seem like that. i've extracted all of one building (CBMogdis02) and i didn't find a collapsing animation... unless i missed one to extract.
ah, I just realized, GLA holes are special cases. try using it on other facton buildings and tell me what happens.
uh.. i tried on every single faction building(yeah it was a pain in the but to add it all :p ) and none worked. :uhm: Now i'm not sure if im doing this correctly....
For the americacommandcenter... in the w3d model draw(condition states) i put this in: ConditionState = POST_COLLAPSE Model = None End
and at the end i tried the one when i first posted (the module tag was 32) and this
Behavior = StructureCollapseUpdate ModuleTag_32 MinCollapseDelay = 500 MaxCollapseDelay = 1000 CollapseDamping = 0.0 MaxShudder = 0.6 MinBurstDelay = 250 MaxBurstDelay = 800 BigBurstFrequency = 4 OCL = INITIAL OCL_blank ;nothing OCL = DELAY OCL_blank ;nothing OCL = FINAL OCL_blank ;nothing FXList = INITIAL FX_Basic_CollapseStart ;sound FXList = DELAY FX_Basic_Collapse1 ;sound FXList = BURST FX_Basic_Collapse1 ;sound FXList = FINAL FX_Basic_Collapse1 ;sound End
and no luck... :micro: