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Midtown Madness 2 Central > City Editing > Props in my city littletown 1
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MM2_Peter_MM2
City Creator, Winzas Katzas

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Post subject: Props in my city littletown 1 Reply with quote

Hello,

1.)I have no sounds when I run over my car-PROP. How can I make some Sound??

2.)I have Props, which I can only run over, but they doesn't break.
I want that they break. How can I do that??
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Post 17 Aug 2008 02:44 pm
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HummersRock
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Post subject: Reply with quote

When I did breakable objects you could only run into them and knock them down. You could use this to make them break into pieces though. For instance, make a object and then split it into a few different breakables. Then when you run into it breaks into those pieces. That will work, although I thought there was an easier way.

Check the mm2city toolkit manual to see if there is an easier way; otherwise, you can do what I have suggested. Wink
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Post 17 Aug 2008 07:20 pm
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MM2_Peter_MM2
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Post subject: Reply with quote

Sounds cool, but how do I call breakables in ZMod? Laughing
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Post 18 Aug 2008 11:16 am
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HummersRock
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Post subject: Reply with quote

Read the Objects Description in the mm2city toolkit manual or the topic for it on this forum.
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Post 18 Aug 2008 11:56 am
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MM2_Peter_MM2
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Post subject: Reply with quote

(Sorry for my bad English. I am German!)
There isn't enything about breakables in MM2ct manual, is there? Confused
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Post 18 Aug 2008 12:17 pm
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HummersRock
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Post subject: Reply with quote

Oh yes, there is a lot of stuff in the manual. Breakables are certainly covered.
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Post 18 Aug 2008 12:39 pm
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MM2_Peter_MM2
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Post subject: Reply with quote

Really, the only thing about PROPS is this:

Code:
They are breakable objects. You can make as many objects as you want. Every object needs at least high body and bound. You can also add additional bodies (medium, low, verlow). The rules are the same as for INST objects. The name template is: Bxn_
where:
  B - stands for breakable objects
  x - object type (H - high, M - medium, L - low, V - very low, B - bound, A - for alias)
  n - object name
examples:
  BH1 - body H of object no. 1
  BM1 - body M of object no. 1
  BB2 - bound of object no. 2, uses for colissions
  BA2 - alias of object no. 2, this is the copy of BH2_ or BB2_


from description.html
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Post 18 Aug 2008 12:51 pm
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HummersRock
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That tells you what to name it right there. BH1_ for the first object that is high (I always use high). BH2_ for the second, etc .
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Post 18 Aug 2008 01:19 pm
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MM2_Peter_MM2
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Post subject: Reply with quote

What is BREAK01_H then when you import a pkg file from mm2core.ar?
(I imported sp_lightbanner_l) Neutral
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HummersRock
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Post subject: Reply with quote

A Breakable, but even if that is the name that is needed, you don't have to name it that for a city. Mm2city toolkit does a lot of work for you. Wink
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Post 18 Aug 2008 02:26 pm
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MM2_Peter_MM2
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Post subject: Reply with quote

Ok. How must be the name of a breakable when I make one in ZMOD and import the map in MM2CityToolKit? (example: A breakable of BH2_?)
Neutral

MM2 CITY TOOLKIT is very great. It's easy and it make a lot of work! Very Happy
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Post 18 Aug 2008 04:01 pm
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Maxoff
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Post subject: Reply with quote

Sorry, but current version of MM2CT doesn't support breakable objects. You can only make object as a PROPS so you can move it, but the object $won't break into smaller peaces after hit.

It looks that better name for objects is "movable" instead of "breakable" Cool
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Post 18 Aug 2008 07:58 pm
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MM2_Peter_MM2
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Post subject: Okay Reply with quote

Okay. But I hope the next version of MM2CityToolKit can support breakables. Confused
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Post 19 Aug 2008 06:56 am
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Tonywolfe121
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Post subject: Reply with quote

the newest verson of mm2ct was the last one
Post 19 Aug 2008 04:39 pm
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thenthornthing
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tonywolfe121 wrote:
the newest verson of mm2ct was the last one

You don't say :S The newest version of anything is the last one... generally
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Post 19 Aug 2008 04:41 pm
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