So, i want to make an Blow out panel, a panel with detacher is yeah. But i want to make it so that it triggers IF the Cockpit part or 20% of the Aircraft is damaged.
Help?
About Blowout Panels.
2,504 SPsidearm
2 days ago
bruh what am i thinking
@SPsidearm so that means its non functional
@cyon
No.
@SPsidearm seems like it but, is there a variable for "Health" ?
@cyon
sum[part("Rotary Cannon")Health=0]&Activate2
Random nonfunctional ft i made
i got a simpler solution to it, i guess just change the part collision response from "Default" to "DisconnectOnly", and uh when it get shot, instead of explode and disappear, it uhhh disconnects and like that :)
i hope u understand
@SPsidearm ohhh i just knew that
@Pnut
https://en.m.wikipedia.org/wiki/Rupturedisc#Blowoutpanel
So basically an ERA?
@Noname918181818181818181 hmmmm
If only one could monitor part health.......
@JSTQ
It... Triggers when the MAIN cockpit has been blown up.
@SPsidearm wdym?
@JSTQ
With that point, a cockpit loss.
Start with a 20% loss... I'm not really good at it, I only know how to move it through key point loss
blowout panel?
@SPsidearm uh, well, I assume you already know how the string "ammo("X")<" works right? just that but like, three of that to correspond to three sides(left, right, rear), that's my idea
@Monarchii
And the input for when the cockpit detaches?
"+" could work but idk
@SPsidearm I mean, if you want to experiment with it, the "or" function ("|") should work I think, no experiences with it though
@Monarchii
Hmmmmmmmm
Gun
@Noname918181818181818181 no no no, is good post :3
@Monarchii ah yes, shaking a stick so that something blows up.
.
.
I am sorry
anyway, I don't think you can do damage-based detaching, you can however, do a part-based detaching by using some weapons with a specific name, though that raises the problems of jumbling up the weapon tab..
@TTL something about uh, tanks blowing up safely if shaken with a fast stick or something idk, could also be a panel with a hole or something, ask the mods :3