TODAY about somethin, that I think I found out after plenty of experimenting - new map decorations(boxes, crates…), buildings, sandboxes, Flak/PaK/MG, tanks/aircrafts, trees/grass-bushes.
1/ you can place it, you can control it, you can destroy it
= sandboxes, sandboxes with MG, AAA guns, AT guns (even movable), tanks, airplanes, boats
2/ you can place it as decoration / cannot destroy, you can walk+drive throw it and you will not destroy it - vegetation
3/ you can place it as enterable decoration, cannot destroy, you cannot walk/drive throw walls - only “doors/holes” - houses, strongpoints etc.
4/ you can place it as map decorations, you can destroy it by artilery fire, higher caliber fire, after contact with vehicles - various crates, boxes…
QUESTIONS/HINTS:
0/Global - what is different between placing:
- RendInst / Create new RedInst
- RendInst / Create new RI Decor
- Creating Entitiy - which has same visual interpretation as some RedInst? For example placing “sandbags_wall_1” wil create “destructable” map element. But crating RI “sandbags_wall_medium” in default is “undestructable” (you can mod it with ri_extra__overrideHitPoints - but Entity has nothing like this, is destructable as default)
1/ everyth works fine, biggest pain in the as is - how can I add some vehicle to ALLY/AXIS side, so it will prevent friendly fire? Especially unexperienced gamers shoot anyth, even own armor - especially when they do not have visual contact.
2/ I was testing EVERY item of “bush” and found only few, that will not cause “You shall not pass” effect (you drive to bush and than BANG! like you hit the wall). Working vegetation in default - due my testing:
WHY is it so? Can I mod some atributes of the other vegetation to work as expected? Destrutable trees, bushes those can be driven throught.
/*
HOW TO place such vegetation?
2.1/ use tool RendInsts / Create new RI decor /
2.2/ Choose desired (use the Favourite, helps a lot) vegetation - if you want the one “working = vehicles can drive into with no BANG!” pick those from my list,
2.3/ Enbake them = their “lines/white boxes” will dissapear so they do not make mess on scenario map.
*/
3/ bunkers, buildings work fine, maybe “holes” will be implemented in future. I will experiment with “destructable” wood / tent buildings, so I can say more in future.
4/ asi I found, you can place such elements and most of them you can edit with atribute ri_extra__overrideHitPoints so you can say this is destructable (set value “-1”). THERE is probable better functionaly (puting exact HitPoints) but as I need to use these, they work as expected: