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Paradox-01 (talk | contribs) m (flyby sound = OSBD impulse) |
Paradox-01 (talk | contribs) (glass-piercing bullets) |
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</SuperBallTrigger> | </SuperBallTrigger> | ||
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78 BreakableStop <StopIfBreakable /> | 78 BreakableStop '''<font color="#0000FF" title="It is actually DontStopIfBreakable. See section: glass-piercing bullets"><StopIfBreakable /></font>''' | ||
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79 Avoid Walls <AvoidWalls> | 79 Avoid Walls <AvoidWalls> | ||
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86 Break Links To <BreakLink /> | 86 Break Links To <BreakLink /> | ||
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=glass-piercing bullets= | |||
In the original game, w1_tap goes through normal glass and loses its dangerousness while a bullet of w8_mbo stays dangerous. | |||
{| class="wikitable" width=100% | |||
! BINA3RAPw1_tap_p01.xml | |||
! BINA3RAPw8_mbo_p01.xml | |||
|- | |||
|valign="top"| | |||
<HitWall> | |||
<ImpactEffect> | |||
<ImpactType>w1_tap</ImpactType> | |||
<ImpactModifier>3</ImpactModifier> | |||
</ImpactEffect> | |||
<DamageEnvironment> | |||
<Damage>13</Damage> | |||
</DamageEnvironment> | |||
<Chop /> | |||
</HitWall> | |||
| | |||
<HitWall> | |||
<DamageEnvironment> | |||
<Damage>50</Damage> | |||
</DamageEnvironment> | |||
'''<StopIfBreakable />''' | |||
<ImpactEffect> | |||
<ImpactType>w8_mbo</ImpactType> | |||
<ImpactModifier>2</ImpactModifier> | |||
</ImpactEffect> | |||
<Die /> | |||
</HitWall> | |||
|} | |||
It turned out that <StopIfBreakable /> is actually doing the opposite, hence it should be called <DontStopIfBreakable>. | |||
It's also important that <DamageEnvironment> comes first so that the bullet can go through the glass and the decal effect for the second impact doesn't get lost. | |||
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