Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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Well , Yeah Hello . I really want to have a sort of Water Splash from Hydrants when they're Damaged . I've found an Emitter in "EXHydrant.w3d" but I don't exactly know What it is or how to use it . Is it even supported by Game or an upcoming feature which has never been arrived ? Should I use a Particle System to make it work ? If so , No Idea How . (as I'm a Noob in Particle Works)Help ! Thanks for Reading |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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Major Joined: 3/27/2015(UTC) Posts: 490
Thanks: 5 times Was thanked: 213 time(s) in 155 post(s)
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It looks like an unfinished prop object that disappears after 5 seconds. Other than that, it's just a model on its art assets.
You can use just use a ParticleSystem for this, I can try giving you some ParticleSystem code if you can specify the effect. |
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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Well EXHydrant.w3d contains the Particle I want as an Emitter and It doesn't seem like we can actually make a Code to use Emitters and so on , I tried to extract the Emitter's information and put them into a ParticleSystem but still many things are wrong . There is how I've done it & Here are my 2 issues : 1. Particle System looks like anything but what I wanted . 2. New Objects do not Use Geometry ; So , I'll need to make it to work for 2 existing objects . - Or I'll need to find a way like Second life or Such Things .
Code:; OCL :
ObjectCreationList OCL_FireHydrantRed_Damaged
CreateObject
ObjectNames = FireHydrantRed_Damaged
Disposition = LIKE_EXISTING
PreserveLayer = Yes
End
End
ObjectCreationList OCL_FireHydrantYellow_Damaged
CreateObject
ObjectNames = FireHydrantYellow_Damaged
Disposition = LIKE_EXISTING
PreserveLayer = Yes
End
End
; Particle System :
ParticleSystem Hydrant_Splash
Priority = CRITICAL
IsOneShot = No
Shader = ALPHA
Type = PARTICLE
ParticleName = exhydrant.tga ;EXWater01.tga ==> Wanna replace with this
AngleZ = -1.00 1.00
AngularRateZ = -0.01 0.01
AngularDamping = 1.00 1.00
VelocityDamping = 0.90 0.90
Gravity = -1.00
Lifetime = 1500 1500
SystemLifetime = 10
Size = 0.50 1.00
StartSizeRate = 0.00 0.00
SizeRate = 3.00 10.00
SizeRateDamping = 0.90 0.95
Alpha1 = 0.50 0.50 0
Alpha2 = 1.00 1.00 4
Alpha3 = 0.00 0.00 10
Alpha4 = 0.00 0.00 0
Alpha5 = 0.00 0.00 0
Alpha6 = 0.00 0.00 0
Alpha7 = 0.00 0.00 0
Alpha8 = 0.00 0.00 0
Color1 = R:216 G:220 B:182 5
Color2 = R:202 G:204 B:168 10
Color3 = R:190 G:176 B:154 15
Color4 = R:0 G:0 B:0 0
Color5 = R:0 G:0 B:0 0
Color6 = R:0 G:0 B:0 0
Color7 = R:0 G:0 B:0 0
Color8 = R:0 G:0 B:0 0
ColorScale = 0.00 0.00
BurstDelay = 25.00 30.00
BurstCount = 5.00 5.00
InitialDelay = 2.00 2.00
DriftVelocity = X:0.00 Y:0.00 Z:8.00
VelocityType = ORTHO
VelOrthoX = 0.00 0.00
VelOrthoY = 0.00 0.00
VelOrthoZ = -8.00 -8.00
VolumeType = CYLINDER
VolCylinderRadius = 30.00
VolCylinderLength = 5.00
IsHollow = No
IsGroundAligned = No
IsEmitAboveGroundOnly = Yes
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.15
WindAngleChangeMax = 0.45
WindPingPongStartAngleMin = 0.00
WindPingPongStartAngleMax = 0.75
WindPingPongEndAngleMin = 5.45
WindPingPongEndAngleMax = 6.25
End
; ======== Fire Hydrants ========
Object FireHydrantRed
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_W3D
DefaultConditionState
Model = PMFireHydrt2
End
ConditionState = RUBBLE
ParticleSysBone = NONE Hydrant_Splash
End
End
End
AddModule
Behavior = SlowDeathBehavior ModuleTag_NormalDeath
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 1250
FX = INITIAL FX_FireHydrantExplode
OCL = FINAL OCL_FireHydrantRed_Damaged
End
Behavior = SlowDeathBehavior ModuleTag_SplattedDeath
DeathTypes = NONE +CRUSHED +SPLATTED
DestructionDelay = 50
FX = INITIAL FX_FireHydrantExplode
;OCL = FINAL OCL_FireHydrant_Debris
End
End
ArmorSet
Conditions = NONE
Armor = StructureArmor
DamageFX = NONE
End
KindOf = IMMOBILE
Scale = 1.5
GeometryMajorRadius = 3.0
GeometryMinorRadius = 3.0
GeometryHeight = 3.0
RemoveModule ModuleTag_03
RemoveModule ModuleTag_04
RemoveModule ModuleTag_05
End
Object FireHydrantYellow
ReplaceModule ModuleTag_01
Draw = W3DModelDraw ModuleTag_W3D
DefaultConditionState
Model = PMFireHydrt
End
ConditionState = RUBBLE
ParticleSysBone = NONE Hydrant_Splash
End
End
End
AddModule
Behavior = SlowDeathBehavior ModuleTag_NormalDeath
DeathTypes = ALL -CRUSHED -SPLATTED
DestructionDelay = 1250
FX = INITIAL FX_FireHydrantExplode
OCL = FINAL OCL_FireHydrantYellow_Damaged
End
Behavior = SlowDeathBehavior ModuleTag_SplattedDeath
DeathTypes = NONE +CRUSHED +SPLATTED
DestructionDelay = 50
FX = INITIAL FX_FireHydrantExplode
;OCL = FINAL OCL_FireHydrant_Debris
End
End
ArmorSet
Conditions = NONE
Armor = StructureArmor
DamageFX = NONE
End
KindOf = IMMOBILE
Scale = 1.5
GeometryMajorRadius = 3.0
GeometryMinorRadius = 3.0
GeometryHeight = 3.0
RemoveModule ModuleTag_03
RemoveModule ModuleTag_04
RemoveModule ModuleTag_05
End
Object FireHydrantRed_Damaged
AddModule
Draw = W3DModelDraw ModuleTag_W3D
DefaultConditionState
Model = PMFireHydrt2
ParticleSysBone = NONE Hydrant_Splash
End
End
Body = ActiveBody ModuleTag_HP
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = InstantDeathBehavior ModuleTag_Death
DeathTypes = ALL
FX = FX_FireHydrantExplode
;OCL = OCL_FireHydrant_Debris
End
End
ArmorSet
Conditions = NONE
Armor = StructureArmor
DamageFX = NONE
End
KindOf = IMMOBILE
DisplayName = OBJECT:FireHydrant
EditorSorting = MISC_MAN_MADE
Scale = 1.5
GeometryMajorRadius = 3.0
GeometryMinorRadius = 3.0
GeometryHeight = 3.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
End
Object FireHydrantYellow_Damaged
AddModule
Draw = W3DModelDraw ModuleTag_W3D
DefaultConditionState
Model = PMFireHydrt
ParticleSysBone = NONE Hydrant_Splash
End
End
Body = ActiveBody ModuleTag_HP
MaxHealth = 50.0
InitialHealth = 50.0
End
Behavior = InstantDeathBehavior ModuleTag_Death
DeathTypes = ALL
FX = FX_FireHydrantExplode
;OCL = OCL_FireHydrant_Debris
End
End
ArmorSet
Conditions = NONE
Armor = StructureArmor
DamageFX = NONE
End
KindOf = IMMOBILE
DisplayName = OBJECT:FireHydrant
EditorSorting = MISC_MAN_MADE
Scale = 1.5
GeometryMajorRadius = 3.0
GeometryMinorRadius = 3.0
GeometryHeight = 3.0
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
End
Here are the Information I've found : {as image} Edited by user Thursday, April 19, 2018 11:02:27 PM(UTC)
| Reason: Top Secret |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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1. Particle System looks like anything but what I wanted ... Is what?
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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An Emitter you can find inside EXHydrant.w3d |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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General Joined: 3/8/2016(UTC) Posts: 1,156 Thanks: 312 times Was thanked: 185 time(s) in 149 post(s)
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You Should see particle system it self.. Try to look on bunker buster try to what's the name of the middle part particle.. Where he pukes like an emitter but for a sec only |
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Major Joined: 3/22/2017(UTC) Posts: 278 Location: Some where on Earth
Thanks: 123 times Was thanked: 69 time(s) in 59 post(s)
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Well , this code is how it's done I guess but if there is a more efficient way , I'll be too happy . You know how sensitive I am on art parameters . The code bellow totally works for map.ini and is also easy to convert for Core INI :
Code:; OCL :
ObjectCreationList OCL_ExplodedFireHydrant
CreateObject
ObjectNames = ExplodedFireHydrant
Disposition = LIKE_EXISTING
PreserveLayer = Yes
End
End
ObjectCreationList OCL_FireHydrantDebris
CreateDebris
ModelNames = CVBigRig_d03 CVBigRig_d04
Mass = 20
Count = 4
Disposition = RANDOM_FORCE
MinForceMagnitude = 10
MaxForceMagnitude = 15
MinForcePitch = 8
MaxForcePitch = 10
SpinRate = 5
BounceSound = DebrisBigMetal
End
End
; Particle & FX :
ParticleSystem HydrantSplashLine
Priority = CRITICAL
IsOneShot = Yes
Shader = ALPHA
Type = PARTICLE
ParticleName = EXWater01.tga
AngleZ = 0.00 0.25
AngularRateZ = -0.01 0.01
AngularDamping = 0.50 0.50
VelocityDamping = 0.90 0.90
Gravity = -0.80
Lifetime = 15.00 20.00
SystemLifetime = 355
Size = 0.40 0.50
StartSizeRate = 0.00 0.00
SizeRate = 0.40 0.50
SizeRateDamping = 0.45 0.55
Alpha1 = 0.90 1.00 0
Color1 = R:200 G:200 B:220 0
ColorScale = 0.00 0.00
BurstDelay = 1.00 1.50
BurstCount = 10.00 15.00
DriftVelocity = X:0.00 Y:0.00 Z:8.00
VelocityType = OUTWARD
VelOutward = 0.15 0.40
VelOutwardOther = 0.05 0.25
VolumeType = SPHERE
VolSphereRadius = 0.50
End
ParticleSystem HydrantSplash
Priority = CRITICAL
IsOneShot = Yes
Shader = ALPHA
Type = PARTICLE
ParticleName = EXWater01.tga
AngleZ = 0.00 0.25
AngularRateZ = -0.01 0.01
AngularDamping = 0.50 0.50
VelocityDamping = 0.90 0.90
Gravity = -1.60
Lifetime = 45.00 45.00
SystemLifetime = 360
Size = 0.40 0.50
StartSizeRate = 0.00 0.00
SizeRate = 0.40 0.50
SizeRateDamping = 0.45 0.55
Alpha1 = 0.40 0.50 0
Color1 = R:200 G:220 B:200 0
ColorScale = 0.00 0.00
BurstDelay = 1.00 1.50
BurstCount = 25.0 30.0
DriftVelocity = X:0.00 Y:0.00 Z:12.00
VelocityType = OUTWARD
VelOutward = 0.15 2.50
VelOutwardOther = 0.00 2.00
VolumeType = SPHERE
VolSphereRadius = 0.75
End
FXList FX_FireHydrantExplode
Sound
Name = FireHydrantBreak
End
ParticleSystem
Name = HydrantSplashLine
End
ParticleSystem
Name = HydrantSplash
End
End
; Objects :
Object FireHydrantRed
AddModule
Behavior = InstantDeathBehavior ModuleTag_Explode
DeathTypes = ALL
FX = FX_FireHydrantExplode
OCL = OCL_FireHydrantDebris
End
Behavior = CreateObjectDie ModuleTag_RubbleOCL
CreationList = OCL_ExplodedFireHydrant
End
End
ArmorSet
Conditions = NONE
Armor = StructureArmor
End
KindOf = IMMOBILE
Scale = 1.5
GeometryMajorRadius = 2.5
GeometryMinorRadius = 2.5
GeometryHeight = 2.5
RemoveModule ModuleTag_03
RemoveModule ModuleTag_04
RemoveModule ModuleTag_05
End
Object FireHydrantYellow
AddModule
Behavior = InstantDeathBehavior ModuleTag_Explode
DeathTypes = ALL
FX = FX_FireHydrantExplode
OCL = OCL_FireHydrantDebris
End
Behavior = CreateObjectDie ModuleTag_RubbleOCL
CreationList = OCL_ExplodedFireHydrant
End
End
ArmorSet
Conditions = NONE
Armor = StructureArmor
End
KindOf = IMMOBILE
Scale = 1.5
GeometryMajorRadius = 2.5
GeometryMinorRadius = 2.5
GeometryHeight = 2.5
RemoveModule ModuleTag_03
RemoveModule ModuleTag_04
RemoveModule ModuleTag_05
End
Object ExplodedFireHydrant
AddModule
Draw = W3DModelDraw ModuleTag_Draw
DefaultConditionState
Model = ABPWRPLANT_D06
End
End
Body = HighlanderBody ModuleTag_HP
MaxHealth = 1.0
InitialHealth = 1.0
End
End
KindOf = IMMOBILE NO_COLLIDE UNATTACKABLE CLEARED_BY_BUILD
DisplayName = OBJECT:FireHydrant
EditorSorting = MISC_MAN_MADE
Scale = 1.3
Geometry = BOX
GeometryMajorRadius = 2.5
GeometryMinorRadius = 2.5
GeometryHeight = 2.5
GeometryIsSmall = Yes
Shadow = SHADOW_VOLUME
End
Well , here are the requests : 1. Anyone knows any W3D model for the Exploded hydrants ? {This one looks just fine but not good enough} 2. Anyone knows a better working Splash Line ? {This one has a little bit dots on start , I mean at the bottom of it , it just looks to be cut from the upper side particles and a single dot ; anyway to fix this ?} Special Thanks for Reading . Edited by user Tuesday, May 8, 2018 12:37:10 PM(UTC)
| Reason: To stay in Formation . |
Asking is Not a Problem , Problem is Not to Know Something .
Operation : Dark Angel Static : Launch Delayed Reason : Uncool Terrain - Old Logic in use - Lack of Performance Status : Applying new Terrain - Applying new Logic - Increasing Performance by 300% |
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