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Alternatively you could use EnumerateLinks, providing a callback to receive the node ids of each strut, then check their distance. It sounds like this would be more suitable given you want to affect struts rather than joints.
It's not possible to change the properties of each individual strut, since it is associated with a material type. You could perhaps include new materials in your mod, and then use the CreateLink function to change the material of the affected struts.
To use SpawnCircle you must pass it correct parameter types:
SpawnCircle(Vec3(0,0,0), 1000, Colour(0,0,10,255), 15)
I'd recommend joining our Discord server to get help from other modders:
https://discord.gg/TP4CpnF
EnumerateLinks(2, "displayLinks", 100, 100, "", true)
function displayLinks(nodeA, nodeB, saveName, relativeHealth, stress, segmentsOnFire, deviceId)
Log(tostring(nodeA))
Log(tostring(nodeB))
Log(tostring(saveName))
end
I tied the execution to the impact of a sniper's bullet and it literally erased team 2 base. I think this is a bug.
I used another trigger and it solved the explosion problem but it only ever gives me the same two nodes with one callback and i don't really understant why. These two nodes are alway the same regardless of other parameters.
-I hide the materials with ShowOnHud = False but if I hoover the mouse on the right of the material list the description for one of them is still showing despite them not being present. Is there a way to hide it ? If i remove the descriptions a blank bubble is displayed instead.
- I use sparks to create an effect on impact, is there a way to place the sparks in front of structures ?
Besides i found out EnumerateLinks is unable to scan team 3 (team id -2). It's not a big problem considering there is only one good map using it but it's weird this function does not work properly for all teams.
You can adjust the y component of the spark LocalPosition value to move the spawn point of the particles.
The background team (team 3) is intended to be for static structures, impervious to damage and change, for the purpose of special mission elements.
I tried setting Enabled = False. It properly hides the material on the HUD but it breaks the effect. The reason is CreateDevice and CreateLink don't spawn material or device if they are not enabled. It's weird because i looked at shockernaught's codes and it uses the exact same function to spawn the barrel. The barrel is not enabled but it works fine. Is there a way to solve the problem ?
If not i'm just going to let the materials visible on the HUD, give them an abnormal building cost to make players undestand they are not supposed to use them and use their description to give usefull informations on them.