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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 07-09-2005, 07:47 AM   #1 (permalink)
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Default Water fontain on exploded

Hi,

is it possible to create a water fontain effect at the position where eg. a projectile hit's the water surface? it should only be created once at not when it hits the ground without any water.
is there any way?
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Old 07-09-2005, 02:10 PM   #2 (permalink)
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ok. already made. i know it now.
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Old 07-09-2005, 03:00 PM   #3 (permalink)
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Might Sharing the Code? can u post the code?
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Old 07-09-2005, 03:47 PM   #4 (permalink)
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Or post a screenshot of how it looks, would like to see it.
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Old 07-10-2005, 09:10 AM   #5 (permalink)
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There is no real coding trick in that. It just works with a dummy object, that has an immortal body and a special DamageFX (which creates the water fontains and a sound) every time when it gets hurt by an explosion (therefore a new armor type must be set: dummy can't be hurt by radiation, poison, gattling, subdual and other damage types like these)

The big big disadvantage is, that these dummy objects must be placed in every river, lake or ocean... like a big network. so it raises the object number on the maps and is only senseful for maps, where only a few smaller lakes are on it, no big oceans (or must be placed with bigger gaps maybe).

For the dummy object itself I use a tall thin cylinder, which is hidden in the game and only drawn in th WB.

Here is a picture what it could look like. (i used a tiny modified water splash effect of the aircraftcarrier death)

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Old 07-10-2005, 11:31 AM   #6 (permalink)
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There may be an alternative, there is a damage type 'WATER' which I think water uses on any object that enters it that's not amphibious, If you made projectiles vulnerable to the damagetype WATER, and create a splash effect on destruction for that damagetype then you could avoid placing a rediculous amount of objects on the map.
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Old 07-10-2005, 04:09 PM   #7 (permalink)
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Here's a better splash particle for you. Made by LtZack and tweaked by me. It looks like an actual explosion, a bif column of water coming out of the surface, which then slows down and spreads before fading.

Code:
ParticleSystem ExplosionSplash
  Priority = WEAPON_EXPLOSION
  IsOneShot = No
  Shader = ALPHA
  Type = PARTICLE
  ParticleName = EXWater04.tga
  AngleZ = 0.00 2.00
  AngularRateZ = 0.00 0.00
  AngularDamping = 1.00 1.00
  VelocityDamping = 0.80 0.90
  Gravity = -0.20
  Lifetime = 80.00 80.00
  SystemLifetime = 6
  Size = 5.00 10.00
  StartSizeRate = 0.00 0.00
  SizeRate = 3.00 3.00
  SizeRateDamping = 0.90 0.90
  Alpha1 = 0.50 0.50 0
  Alpha2 = -2.00 0.00 80
  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:255 G:255 B:255 0
  Color2 = R:0 G:0 B:0 0
  Color3 = R:0 G:0 B:0 0
  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 = 10.00 20.00
  InitialDelay = 1.00 1.00
  DriftVelocity = X:0.00 Y:0.00 Z:0.00
  VelocityType = ORTHO
  VelOrthoX = -2.50 2.50
  VelOrthoY = -2.50 2.50
  VelOrthoZ = 10.00 15.00
  VolumeType = POINT
  IsHollow = No
  IsGroundAligned = No
  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
EDIT: Oh and another thing... it might be possible to use the OVER_WATER condition on the projectile model to trigger a particle FX when it dies on water. Just an idea.
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Old 07-10-2005, 06:01 PM   #8 (permalink)
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Right, next step, first code your OCL for the activated gate, like so...

Code:
ObjectCreationList OCL_CreateActivatedGate
  CreateObject
    ObjectNames = ActivatedGate
    Disposition = LIKE_EXISTING
  End
End
Add the above code to the ObjectCreationList.ini, make sure your activated gate object is named 'ActivatedGate' like above.

Next you'd want to put this on your default, non-activated portal.

Code:
Behavior             = CreateObjectDie ModuleTag_11
    CreationList  = OCL_CreateActivatedGate
    TransferPreviousHealth = Yes
End
What that will do is on destruction the unactivated gate will OCL the activated gate right in the same position, at the same angle.

Make sure your default unactivated gate has no death effects modules, e.g. 'slowdeathbehavior' or 'instantdeathbehavior', this is so that the activation will not seem like you're destroying the gate.

To just clarify, your default gate will have the specialised armour, no destruction effects and the above CreateObjectDie module. Your activated gate will have the CaveContain module (as above in my first post), completely invincible armour (that is 0% for even the specialised activation damagetype, for now we won't bother with reactivatilon), and it will also have an extremely long range weapon that uses the special reserved damagetype (HACK is one).

Both gates with be revealed, using this code...

Code:
ShroudRevealToAllRange = 5
Put that anywhere you like in the object code.

Make sure all units have a shorter ranged weapon that uses the specialised damagetype.
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Old 07-10-2005, 06:21 PM   #9 (permalink)
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Um... wrong topic dude, this is the water explosions topic, not the stargate topic...
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Old 07-11-2005, 09:54 AM   #10 (permalink)
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Quote:
Originally Posted by ImmoMan";p=&quot View Post
Oh and another thing... it might be possible to use the OVER_WATER condition on the projectile model to trigger a particle FX when it dies on water. Just an idea.
yeah, that was my first idea but it doesn't work... don't ask me why. but when I make a condition OVER_WATER you need a 2nd condition like "EXPLODED" or something like that (DYING, EXPLODED_FLAILING, EXPLODED_BOUNCING, DAMAGED, REALLYDAMAGED etc. didn't work)

but thank u all for your help. I'll try it. (btw: that wasn't the best screenshot, when a small missile hits the water you will see only 1 fontain... looks cooler)

The thing that makes me desperate is that a normal water explosion in real life will shot the water in the explosion center very high, but at the edges the blast wave has not the full power as in the center. so the water fontains must be lower there... i think this is not possible, isn't it? (I hope u understood what I mean ^^)
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