Destroyed Objects Respawn Next Mission
Moderator: SEOW Developers
Destroyed Objects Respawn Next Mission
I've got rows of concrete anti-tank obstacles that can be destroyed so a vehicle can pass in the same mission, but when the next mission is built, the obstacles return. Anybody know how to make a destroyed object stay destroyed?
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- Posts: 2213
- Joined: Mon 08 Jan 2007 11:10 pm
- Location: Perth, Western Australia
Hi Flat,
Normally, if the game reports a destruction event for an object, you can turn that object into something that SEOW will understand and track, e.g. a combat unit. I suspect that destruction events for the anti-tank obstacles are not tracked and logged by the game.
Alternatively, if SEOW knows that some combat has taken place in a particular location (e.g. a combat unit has been destroyed there in the previous mission and there is a damage tile located there on the map) then SEOW will adjust the state of all co-located scenery objects to show battle damage.
So a work-around may be to place bicycle units in the anti-tank obstacles. They are easily destroyed, so SEOW will generate environmental damage there, possibly rendering the anti-tank traps in their damaged state.
Cheers,
4Shades
Normally, if the game reports a destruction event for an object, you can turn that object into something that SEOW will understand and track, e.g. a combat unit. I suspect that destruction events for the anti-tank obstacles are not tracked and logged by the game.
Alternatively, if SEOW knows that some combat has taken place in a particular location (e.g. a combat unit has been destroyed there in the previous mission and there is a damage tile located there on the map) then SEOW will adjust the state of all co-located scenery objects to show battle damage.
So a work-around may be to place bicycle units in the anti-tank obstacles. They are easily destroyed, so SEOW will generate environmental damage there, possibly rendering the anti-tank traps in their damaged state.
Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer
SEOW Developer
Regarding placing bicycles in the obstructions: Would that have to be prior to initialization, or can I place them between missions; eg: place bicycles on a clean map, save text in .mis file, apply text to .mis files of newly built missions?
I'm just trying to avoid starting over a campaign with 12 of 19 missions run.
I'm just trying to avoid starting over a campaign with 12 of 19 missions run.
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- Posts: 2213
- Joined: Mon 08 Jan 2007 11:10 pm
- Location: Perth, Western Australia
Hi Flat,
Bicycles are combat units typically, so you could "man" the barricades with them (bring them into the campaign as new units and put them at the barricades). Another option could be to define industrial assets (factories) at the barricade locations, then SEOW will put target object there in each mission.
Your solution of adding bicycle text to the mission file prior to hosting will likely confuse SEOW at Analyze time.
Cheers,
4Shades
Bicycles are combat units typically, so you could "man" the barricades with them (bring them into the campaign as new units and put them at the barricades). Another option could be to define industrial assets (factories) at the barricade locations, then SEOW will put target object there in each mission.
Your solution of adding bicycle text to the mission file prior to hosting will likely confuse SEOW at Analyze time.
Cheers,
4Shades
IV/JG7_4Shades
SEOW Developer
SEOW Developer
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- Posts: 2213
- Joined: Mon 08 Jan 2007 11:10 pm
- Location: Perth, Western Australia