@scott: PM hike im unsure of his website address or what demos he has i know he has alot of stuff though,
@Fps
damage models
ok im not about to right a script for this as it is quite complex but i will you an overview on how the basics kinda works
damage models are possible, but they're tricky to set up,
you need to create a hull/body of the car bits that cant be damaged,(basic Frame)
for a car alone each part/panel that is to be damaged needs to be seperate actor, so for each panel you will need a corrisponding bone in the main hull
i.e a bone for front panel, a bone for windsheild, a bone for rear light ect... any part that you want to be damaged basically.
in the docs look up attachtoactor and see how that works
you will need to add a attribute to each part of the car(basically the same way you set up attributes for normal pawns)
in your script add attribute orders say if health of panel is 50% it has a hefty wack in it you could make the panel have a damage animation
if you set up bones in the actor(panel)
i.e = 50% damage = animationX
=75% damage = animationY
=100% damage = detach from actor
this helps instead of having heaps of actors being swapped in an out all the time you can also trigger actor material changes as well to show scrapes and scratches on the paint work
the thing about this is i've found when making damageable car is RF is that it becomes very compilcated very fast. but if you plan things out before you start you shouldn't run it to much problems
if your a novice on scripting read the docs and pickles e-book thoroughly and make some test scripts and find out how to make things before attempting to make a car for damage it is quite complex.