Unknown Editor
7 years ago
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 😁
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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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Zatsupachi
7 years ago
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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Unknown Editor
7 years ago
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 .

; 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}

UserPostedImage
UserPostedImage
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%
AdrianeMapMaker
7 years ago

1. Particle System looks like anything but what I wanted ... Is what?
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

UserPostedImage




Unknown Editor
7 years ago
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%
AdrianeMapMaker
7 years ago
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
A part of ZH worldbuilders map making community
https://discord.gg/tJ6zyGb 

UserPostedImage




Unknown Editor
7 years ago
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 :

; 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 .
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%