Well, just to ask: when you say that you're only giving a hitchance cat for only 1, you meant that you left the other places as 0?
Guys, I've an interesting problem that's been keeping me for several hours...
In one of my missions I'm having the camera follow the trajectory of a missile as it heads towards a ship and then impacts on it, and what I've been trying to achieve is to move the camera to where the camboatview() cam was last at, the impact zone. My aim is to have a seamingless transition between that cam and the regular one (this is done in cinema mode. That's why I asked you if you could obtain the co-ordenates of a missile before it impacts the ship)
however, this is very tough since the only point of reference is the co-ordinates of the missile as it explodes, and you can't obtain it's co-ordinates a sec before (I know, a tick rule, but that's a bit too risky).
Using the ship where it collides as the 2 reference is the closest I've got, but it's far from ideal...
so... ideas?
EDIT: Man, I love this site.... solved
The tick rule was the answer, after all. It saved the missile postions as long as it was alive, every sec. And then, using the exploded rule (thanks Old Dragon) used a camMoveTo command, using the last known position of the missile from the tick rule as the "from" co-ordinates, and then I used the co-ordinates that the exploded rule gave to me as the "to", and using a handy explotion to shake the screen a bit and soften the transtion, worked like a charm.
EDIT: Either way, I have an other issue, how did you create a wreckyard again? I tried setting the wreck ships as asteroids, but that's far from ideal. And if I just leave them as objects and then "wreck" them with behaviour:=2, the game crashes due to too many ships (currently have about 30 wrecks
)
So how did you do that again, Old Dragon, if I may ask?