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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 07-11-2005, 12:26 PM   #11 (permalink)
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It is possible, all you need is to make an addition to the FXlist which has a high firing particle in the centre, and lower ones round the edges (they are offset frm the central point) then put this FX thingy into a dummy weapon, and have it as the death weapon of the water-hit dummy.
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Old 11-19-2005, 06:52 PM   #12 (permalink)
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Sorry to revive a really old topic, but what exactly WAS the solution, cause I want water explosion now that I am adding a Navy.
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Old 11-20-2005, 10:12 AM   #13 (permalink)
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I#ve given it up. All I could do is to launch the effect BUT on the water ground. so if it is a deep lake the effect is not above on the water surface. that looks ugly...
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Old 11-20-2005, 12:06 PM   #14 (permalink)
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Well, if I could see this code about the water hitting the ground thing, I could try to fix it.
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Old 11-20-2005, 03:57 PM   #15 (permalink)
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You could make the invisible object have a locomotor to make it 'float' on the water.
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Old 11-20-2005, 04:18 PM   #16 (permalink)
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I had the same idea and tried it out but the thing is you need again lots of thos invisible dummy swimming on a lake because the weapon range can't be too big to avoid that the shell explodes wide before it arrives the water surface...

and when you have lots of dummys on your map you know that it lags enormous and an object limit of 3000 units on a map is much too few...

so I don't get any way around it and finally I realized that it's not possible with this game. The one and only method would be a way with the geometry data of the dummy object. it should be a cylinder with a small height and within this geometry (and only there) should be fired the dummy's weapon against the projectiles. Normally weapons deal spherical damage. (Before you try: RadiusDamageAffects = NOT_AIRBORNE doesn't work). The geometry weapon method didn't work, too.

So, how to do that?!
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Old 11-20-2005, 08:33 PM   #17 (permalink)
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Well you can try using the minefield behavior to help lower the object amount, but you'd have to create/remove bones to add more locations of where the effect could be played.

...OR...

You can make the object have a large hitbox and make it use the projectile/armor FX so when it gets "hit" by a projectile it would play the SFX. I'm not totally sure if it is exactly where the object hit though.
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Old 11-20-2005, 11:43 PM   #18 (permalink)
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Well, just post the code of a projectile that uses/used this & I will see what I can do to work on it. All I ask is the code, if I find a solution, I will post it.
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Old 11-22-2005, 07:43 AM   #19 (permalink)
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It would be nice to have a solution to this. The OVER_WATER ConditionState will work for particle effects, but not FXLists or sounds.

I still haven't been able to figure out a way to trigger an FXList when an object is under water, without using a script.
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Old 11-24-2005, 12:05 AM   #20 (permalink)
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Please, can I just have the code so it at least makes a fountain on the explosion when it blows up in the water. I could try a few things.
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