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.
[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