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 terrain damage reducing script? 
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Joined: Tue Jan 12, 2010 8:25 pm
Posts: 400
Location: mukilteo, wa
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Post terrain damage reducing script?
I could be wrong, but wasn't there a script floating around that reduced the damage rounds did to terrain but still effected actors normally. Any round sharp enough to damage a door is sharp enough to rape terrain. :-(

If you know the one I'm talking about could you send me a link please. -thanks


Thu Sep 01, 2011 7:48 pm
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1966
Location: The Netherlands
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Post Re: terrain damage reducing script?
There are/were several. Maxim's mod has one, created by whitty. :)


Thu Sep 01, 2011 11:35 pm
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Joined: Tue Jan 12, 2010 8:25 pm
Posts: 400
Location: mukilteo, wa
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Post Re: terrain damage reducing script?
Thanks i will check that out after work.


Fri Sep 02, 2011 12:27 am
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Joined: Sat Nov 03, 2007 9:44 pm
Posts: 1916
Location: Flint Hills
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Post Re: terrain damage reducing script?
Here's another, options are always nice. Apply script to bullet. Replace 2 with whatever factor you want to divide the sharpness by when an imminent terrain collision is detected.
Code:
function Create(self)
   self.weakened = 1
end

function Update(self)
   if self.weakened == 1 then
      local terrcheck = Vector(0,0);
      if SceneMan:CastStrengthRay(self.Pos, (self.Vel / 3),0,terrcheck,0,0,true) then
         self.Sharpness = self.Sharpness / 2
         self.weakened = 2
      end
   end
end


Sat Sep 03, 2011 12:48 am
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Joined: Tue Apr 01, 2008 4:49 pm
Posts: 1966
Location: The Netherlands
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Post Re: terrain damage reducing script?
Thanks! :grin:


Sat Sep 03, 2011 1:54 am
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Joined: Tue Jan 12, 2010 8:25 pm
Posts: 400
Location: mukilteo, wa
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Post Re: terrain damage reducing script?
I will try that out thanks, i did find whitty's.
I think i will compair them im sure one will work better.


Sat Sep 03, 2011 1:56 am
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