In mek games you need to be able to blow things up or knock them over. We did OK for a start, with what I call 'knockover' models, we made an animated street light and a tree; linked them to a trigger with a very small proximity radius and they work, giving a pretty good feel as if you are in a big mek and you walk in to them they fall over. We have not had such luck with blowing stuff up. Initially I thought of doing it a similar way; triggering an animation in a mapmodel after a certain number of hits, but there seemed to be no way to intercept hits and then programmatically trigger stuff. So first question, am I missing something? Is there some way to intercept a hit and then using some combination of triggers/scripting run an animation?
My next attempt involved using an AI entity, because an AI entity provided a hit box, could run a dying/dead animations, could have it's health set etc. It seemed perfect and we had already added additional AI entities. First we made an orbital canon (for the end of an SP level) and a then a building using the turret code, you can see the unconvincing results here, the dancing skyscrapers! http://mekarcade.com/media/3.mp4 I tried simple modding of the AI parameters in various ways but they still swivelled. Is there any simple way to keep them still?
You may consider these are just 'eye candy' and I could leave them for later, however even the MP maps in the original mechassault did feature bridges, buildings, etc that you could shoot up and change the way the game played. SP maps would benefit from it even more, but that's not our focus.
Should entities provide a viable way to do these 'destructibles' then what sort of limits are there in terms of: how many types of AI entities can the engine live with and work OK. RE comes with 3, we have added 7 and nothing has noticeably has slowed or stopped working. What sort of limits are there on a map, in terms of total number or number of types?
Perhaps there a better approach that I am missing?