Author Topic: More defined damage modeling  (Read 802 times)

Offline SlapShot

  • Plutonium Member
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  • Posts: 9121
Re: More defined damage modeling
« Reply #15 on: May 13, 2009, 04:00:35 PM »
while(Y=0,Y<=100,Y);
{


     if(Y=100)
           {
                  wing.falloff(Graphics);
                 
           }
      else
           {
                    Y=Y+ 0.02
           }

}



                   

 :rolleyes:
SlapShot - Blue Knights

Guppy: "The only risk we take is the fight, and since no one really dies, the reward is the fight."

Offline Flipperk

  • Silver Member
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  • Posts: 1185
Re: More defined damage modeling
« Reply #16 on: May 13, 2009, 10:16:59 PM »
I agree, most likely none of you have any idea how hard writing computer code and getting things to work right is, even with pre-made programs like power point. Here is a test, make a brick wall on power point with the animation thing, then make a gun, next make it look like the gun is firing, you know, muzzle flash, recoil, etc., then add sound affects, and finally make some bullet holes in the wall.......and make it work in the right order, it is possible, I have done it before. And opposum, try making a cannon, a dent in the wall, a hole, sparks for the ricochets, and maby for good measure, make it in a slowed down version so you can actually see the shell flying through the air; and remember you didn't even have to write the code or anything.

its actually not as difficult as you are putting it...your talking about graphics (which is hard, but irrelevant for the damage modeling) and the graphics are already in place...all we are talking about is flight characteristics upon a percentage of damage to a given area. 
It is 2 Cents or .02 Dollars...NOT .02 Cents!