Author Topic: BC Aftermath mod damage problem  (Read 378 times)

Offline Casvalrel

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BC Aftermath mod damage problem
« on: September 27, 2013, 06:28:10 PM »
ok, so I tested out the BC Aftermath mod and I realized that in quickbattle, the ships cannot show much physical damage (Burn marks on hull, chopped off nacelles, etc).
Is there a way I can fix this problem? I believe its got something to do with the scripting but Im not sure if it is within the hardpoint or the main ship.py itself.

Offline Killallewoks

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Re: BC Aftermath mod damage problem
« Reply #1 on: September 27, 2013, 07:04:23 PM »
That was intentional, some of the models weren't unified. It was to keep it stable as the mod mainly focuses on game-play. 

Offline Casvalrel

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Re: BC Aftermath mod damage problem
« Reply #2 on: September 27, 2013, 08:35:16 PM »
:\ well that sucks.
Is there a way to fix that?
Edit: The problem has resolved. In looking back at a coding Wily sent me, I realized the situation and is now in good hands. Thank you very much guys, esp. you Wily. :3

Offline sire01a

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Re: BC Aftermath mod damage problem
« Reply #3 on: August 10, 2014, 01:10:35 AM »
How was the problem resolved?

Offline Flowrellik

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Re: BC Aftermath mod damage problem
« Reply #4 on: August 10, 2014, 02:29:28 AM »
I did an overlap on the main ship's script and incorporated this as its damage

pLODModel.AddLOD(pStats["FilenameHigh"], 10, 200.0, 15.0, 15.0, 400, 900, "_Glow", None, "_Spec")
pLODModel.AddLOD(pStats["FilenameMed"],  10, 400.0, 15.0, 15.0, 400, 900, "_Glow", None, "_Spec")
pLODModel.AddLOD(pStats["FilenameLow"],  10, 800.0, 15.0, 30.0, 400, 900, "_Glow", None, "_Spec")

Basically stock and standard but hey it works.