
Re: Physics based bunkers
I'm afraid it's not possible to a working extent. In Cortex Command, there are two types of physical object; terrain, and movable objects. Terrain is static, and the amount you have has no repercussions on the game or performance, but MOs have physics and all that jazz, and that slows stuff down. In addition to that, CC's engine isn't too great at MO-MO collisions, so walking around a bunker like that would be similar to being in a oil-soaked jumping castle made of claymores.
The scripts required to keep such a support up, and determine when and how it'll collapse is yet another performance issue, and terrain above the bunker would remain in mid-air after the collapse.
It's not really a question of whether it can be done, because it can. It just wouldn't work, and would be extremely laggy and buggy.
Sorry :/