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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 07-13-2005, 07:06 PM   #1 (permalink)
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Default Can it be done?!

Hey, this may sound dumb... but i am writing this message because...i want to know if i might be able to make a controlable tornade on the game...all i have is as a start is this...

ParticleSystem TornadoClouds
Priority = AREA_EFFECT
IsOneShot = No
Shader = ADDITIVE
Type = PARTICLE
ParticleName = EXPuddle.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 0.50
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = -0.01 0.01
AngularDamping = 0.99 0.99
VelocityDamping = 0.98 0.99
Gravity = 0.00
Lifetime = 200.00 200.00
SystemLifetime = 400
Size = 10.00 20.00
StartSizeRate = 0.00 0.00
SizeRate = 1.00 2.00
SizeRateDamping = 0.95 0.95
Alpha1 = 1.00 1.00 0
Alpha2 = 0.00 0.00 0
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:4 G:5 B:2 15
Color3 = R:0 G:0 B:0 200
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 = 3.00 3.00
BurstCount = 1.00 1.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.02
VelocityType = OUTWARD
VelOutward = 0.25 1.00
VelOutwardOther = 0.00 0.00
VolumeType = CYLINDER
VolCylinderRadius = 40.00
VolCylinderLength = 5.00
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

ParticleSystem TornadoOutbreak
Priority = CRITICAL
IsOneShot = No
Shader = ALPHA
Type = PARTICLE
ParticleName = EXCloud01.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 0.50
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = -0.01 0.01
AngularDamping = 0.99 0.99
VelocityDamping = 0.98 0.99
Gravity = 0.00
Lifetime = 200.00 200.00
SystemLifetime = 400
Size = 10.00 15.00
StartSizeRate = 0.00 0.00
SizeRate = 1.00 4.00
SizeRateDamping = 0.95 0.95
Alpha1 = 0.00 0.00 0
Alpha2 = 0.50 0.50 20
Alpha3 = 0.00 0.00 200
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:4 G:4 B:4 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 = 5.00 5.00
BurstCount = 1.00 1.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:0.02
VelocityType = OUTWARD
VelOutward = 1.00 2.00
VelOutwardOther = 0.25 0.50
VolumeType = CYLINDER
VolCylinderRadius = 30.00
VolCylinderLength = 5.00
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


Basically, these 2 huge black smoke clouds...but if i somehow were able to tie it all up in a knot...i could make it into a essential weapon or something...
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Old 07-14-2005, 06:25 AM   #2 (permalink)
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It definately is possible. Use ParticleCannon Code, but without a laser. Then, as the FX, trigger your particles. But, I'm not sure those particlesystems you've got there will look like a tornado at all. I think there is a way to get particles to spin around, something to do with Circular Windmotions.
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Old 07-14-2005, 03:02 PM   #3 (permalink)
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yea...the black clouds are just a start...i would have to get it to spin...another possibility i was thinking about was...make a giant cylander and color it with the black skin...then animate it somehow...but...that would be a last resort...i want to try this one first
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Old 07-15-2005, 01:57 PM   #4 (permalink)
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yeah or use an extern w3d-model if possible with a circling bone animation that loops and use these bones as the particle emitters. Make sure you have got the "ParticlesAttachedToAnimatedBones = Yes" attribute in the art tag of the tornado dummy object. Then use the "ParticleSysBone" to link ur particles from the ParticleSystem.ini
But I don't know the particle beam code... if it's possible to create a OCL or use a w3d. just an idea.
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Old 07-15-2005, 03:13 PM   #5 (permalink)
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yea Dibelius, thats why my other forum is "animation?" lol...
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Old 07-18-2005, 12:53 PM   #6 (permalink)
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ok...so far i have the 2 clouds at the top of the page...now i made a stem for the tornado:


ParticleSystem TornadoStem
Priority = CRITICAL
IsOneShot = No
Shader = ALPHA
Type = PARTICLE
ParticleName = EXCloud01.tga
AngleX = 0.00 0.00
AngleY = 0.00 0.00
AngleZ = 0.00 1.00
AngularRateX = 0.00 0.00
AngularRateY = 0.00 0.00
AngularRateZ = -0.01 0.01
AngularDamping = 1.00 1.00
VelocityDamping = 0.99 0.99
Gravity = 0.00
Lifetime = 250.00 250.00
SystemLifetime = 175
Size = 3.00 5.00
StartSizeRate = 0.00 0.00
SizeRate = 3.00 4.00
SizeRateDamping = 0.90 0.90
Alpha1 = 0.00 0.00 0
Alpha2 = 0.10 0.10 2
Alpha3 = 0.75 0.75 100
Alpha4 = 0.00 0.00 250
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:1 G:1 B:1 0
Color2 = R:1 G:1 B:1 150
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 = -0.25 0.25
BurstDelay = 2.00 2.00
BurstCount = 1.00 1.00
InitialDelay = 0.00 0.00
DriftVelocity = X:0.00 Y:0.00 Z:1.00
VelocityType = OUTWARD
VelOutward = -1.00 -1.00
VelOutwardOther = -1.00 -1.00
VolumeType = CYLINDER
VolCylinderRadius = 75.00
VolCylinderLength = 10.00
IsHollow = Yes
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
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Old 07-18-2005, 12:54 PM   #7 (permalink)
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good thing is....the stem actually twist a bit naturally...the stem is derived from the nukemushroomstem.
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Old 07-19-2005, 12:04 AM   #8 (permalink)
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Hmm...I thought there was some way to make a tornado-like motion using the WindMotion= tag. I'm not sure, though.
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Old 07-19-2005, 05:23 PM   #9 (permalink)
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yea it think there is a way also....but do you guys think it is possible for the damage effect of the tornade to "lift" the units or whatever off the ground, or would it just have to explode like the china mission after you destroy the dam and the water hits everything.?
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Old 07-19-2005, 05:56 PM   #10 (permalink)
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the only way would be a shockwave in the weapon.ini that do this. this must be a dummy weapon that will launched maybe every 200 msec. Take the shockwave of the SW-Gen Aurora and soft the shockwave intensity a bit.
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