Posted by: Unknown Editor - Wednesday, April 18, 2018 7:52:28 AM
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 . [size=2](as I'm a Noob in Particle Works)[/size] Help ! Thanks for Reading [grin]

Posted by: Zatsupachi - Wednesday, April 18, 2018 11:41:35 AM
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.

Posted by: Unknown Editor - Thursday, April 19, 2018 11:34:23 PM
[code=plain]; 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[/code]

Posted by: AdrianeMapMaker - Friday, April 20, 2018 9:09:51 AM
1. Particle System looks like anything but what I wanted ... Is what?

Posted by: Unknown Editor - Saturday, April 21, 2018 4:51:29 AM
An Emitter you can find inside EXHydrant.w3d

Posted by: AdrianeMapMaker - Saturday, April 21, 2018 7:53:40 AM
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

Posted by: Unknown Editor - Tuesday, May 8, 2018 1:34:56 PM
[code=plain]; 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[/code]