Quick overview:
In the level I am currently working on, at a certain point in the level, a bombertrigger sets a bombing run.
I have 4 vehicles/stuka.tik as script_objects.
Upon setting off the trigger, the pilots come out of the hangar, run to their planes, and "get into" them (actually deleted by script after they get to a certain point behind the plane).
No problem, works great.
Then the script removes the script_object stukas (which have no propeller animation), plays the engine sound, and the bombing run starts by immediately inserting the $bomberpaths in the exact location that the no-fly stukas were located. Great! This all works.
The only problem, is that the vehicles/stuka_fly.tik which are the models for the $bomberpaths are 1/2 the size they should be!
No matter what scale I use, they are 1/2 a normal stuka's size!
Anyone know the reason, and what must be done to correct this?
Thank You.
Model not responding to scale k/v
Moderator: Moderators
It says right in the bomber.scr to make the planees 1/2 size
flyplane local.i local.model local.sound local.smoke:
println ("using model " + local.model)
if (local.smoke)
{
local.ent = spawn emitters/plane_smoke.tik
local.ent glue self
}
self model local.model
// self model self.model
// self model "vehicles/tigertank.tik"
self.origin = level.bomberpath[local.i].origin
self scale 0.5 /////////////////////////////////////////////////
// wait 1
if (self.pause != NIL)
You will need a custom bomber.scr
flyplane local.i local.model local.sound local.smoke:
println ("using model " + local.model)
if (local.smoke)
{
local.ent = spawn emitters/plane_smoke.tik
local.ent glue self
}
self model local.model
// self model self.model
// self model "vehicles/tigertank.tik"
self.origin = level.bomberpath[local.i].origin
self scale 0.5 /////////////////////////////////////////////////
// wait 1
if (self.pause != NIL)
You will need a custom bomber.scr
