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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
07-14-2003, 09:38 PM
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#1 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Scotland, UK
Posts: 752
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Blood FX
Hi,
I am trying to create on the ground when an infantry dies. Heres my code:
FXList.ini
FXList FX_GIDie
ParticleSystem
Name = Blood
CreateAtGroundHeight = Yes
End
End
ParticleSystem.ini
ParticleSystem BLOOD
Priority = AREA_EFFECT
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXBLood.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = -5.00 5.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = 0.00 0.00
AngularDamping = 1.00 1.00
VelocityDamping = 0.20 0.20
Gravity = 0.00
Lifetime = 100.00 100.00
SystemLifetime = 3
Size = 0.15 0.30
StartSizeRate = 0.00 0.00
SizeRate = 3.00 3.00
SizeRateDamping = 0.90 0.85
Alpha1 = 1.00 1.00 0
Alpha2 = 0.00 0.00 100
Alpha3 = 0.00 0.00 0
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:0 G:0 B:0 0
Color2 = R:225 G:15 B:15 50
Color3 = R:0 G:0 B:0 100
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 = 1.00 1.00
BurstCount = 5.00 5.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.01
VelocityType = ORTHO
VelOrthoX = 0.00 0.00
VelOrthoY = 0.00 0.00
VelOrthoZ = 0.00 0.00
VolumeType = CYLINDER
VolCylinderRadius = 70.00
VolCylinderLength = 0.00
IsHollow = No
IsGroundAligned = Yes
IsEmitAboveGroundOnly = No
IsParticleUpTowardsEmitter = No
WindMotion = Unused
WindAngleChangeMin = 0.149924
WindAngleChangeMax = 0.449946
WindPingPongStartAngleMin = 0.000000
WindPingPongStartAngleMax = 0.785398
WindPingPongEndAngleMin = 5.497787
WindPingPongEndAngleMax = 6.283185
End
What do think is wrong?
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07-14-2003, 10:29 PM
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#2 (permalink)
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Senior Member
Join Date: May 2003
Location: USA
Posts: 231
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I saw on the Blitz II site that they have blood on the ground when inf die, maybe smurf can help.
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07-14-2003, 10:44 PM
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#3 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Scotland, UK
Posts: 752
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Yeah, I want to know if I'm close to getting it working or way off :/
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07-14-2003, 11:30 PM
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#4 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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well, I didn't code our blood thing...but I did take a quick look at our ini's and I think we made it an object, unto itself...which spawns then the unit dies....
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07-14-2003, 11:33 PM
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#5 (permalink)
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Senior Member
Join Date: May 2003
Location: USA
Posts: 231
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Yeah, that would work. Just have an OCL spawn your blood and add that OCL to the death behaviours.
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07-15-2003, 07:14 AM
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#6 (permalink)
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Senior Member
Join Date: Jul 2003
Location: Scotland, UK
Posts: 752
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Ok great, I'll try that later.
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08-26-2003, 07:24 AM
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#7 (permalink)
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Senior Member
Join Date: May 2003
Posts: 119
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how did this go?
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08-26-2003, 09:56 AM
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#8 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
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is this one when a guy go's die that there will come a blood texture on the ground same as blitzkrieg?
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08-26-2003, 12:33 PM
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#9 (permalink)
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Senior Member
Join Date: Sep 2001
Posts: 1,094
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Quote:
Object InfantryBloodstain1
; *** ART Parameters ***
Draw = W3DModelDraw ModuleTag_01
OkToChangeModelColor = No
DefaultConditionState
Model = bloodfx
End
End
; ***DESIGN parameters ***
EditorSorting = SYSTEM
KindOf = IMMOBILE STICK_TO_TERRAIN_SLOPE INERT NO_COLLIDE
ArmorSet
Conditions = None
Armor = HazardousMaterialArmor
End
; *** ENGINEERING Parameters ***
Body = ActiveBody ModuleTag_02
MaxHealth = 100.0
InitialHealth = 100.0
End
Behavior = LifetimeUpdate ModuleTag_04
MinLifetime = 10000
MaxLifetime = 10000
End
Behavior = SlowDeathBehavior ModuleTag_03
SinkDelay = 14000
SinkRate = 2 ; in Dist/Sec
DestructionDelay = 20000
End
Behavior = DestroyDie ModuleTag_06
End
Geometry = CYLINDER
GeometryMajorRadius = 6.0
GeometryHeight = 1.0
GeometryIsSmall = No
Scale=1.4
End
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Quote:
Behavior = SlowDeathBehavior ModuleTag_Death01
DeathTypes = ALL -CRUSHED -SPLATTED -EXPLODED -BURNED -POISONED -POISONED_BETA
SinkDelay = 3000
ProbabilityModifier = 20
SinkRate = 0.5 ; in Dist/Sec
DestructionDelay = 8000
FX = INITIAL FX_GIDie
OCL = INITIAL OCL_InfantryBloodstainObject1
End
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Quote:
ObjectCreationList OCL_InfantryBloodstainObject1
CreateObject
ObjectNames = InfantryBloodstain1
Disposition = ON_GROUND_ALIGNED
End
End
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those are some bits from our code
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08-26-2003, 02:31 PM
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#10 (permalink)
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Senior Member
Join Date: Mar 2003
Location: Nijmegen, The Netherlands
Posts: 849
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Uhm.. is that the code when a infantry go die that there will come a blood splatch? same as blitzkrieg?
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