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 :
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; 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
7 years ago |
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%