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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 10-16-2005, 02:51 PM   #1 (permalink)
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Default Tornado Spins too fast and Wont go AWAY!





Can someone tell me why the tornado wont go away and how to slow it down? Here is the code:

PARTICLESYSTEM.INI

Code:
ParticleSystem GravityOutbreakFumes
  Priority = AREA_EFFECT
  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 = 600.00 600.00
  SystemLifetime = 600
  Size = 35.00 45.00
  StartSizeRate = 0.00 0.00
  SizeRate = 3.00 9.00
  SizeRateDamping = 2.95 2.95
  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:108 G:108 B:108 0
  Color2 = R:108 G:108 B:108 150
  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 = 0.00 0.00
  BurstDelay = 5.00 5.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:3.90 Y:3.90 Z:0.17
  VelocityType = OUTWARD
  VelOutward = 1.00 2.00
  VelOutwardOther = 0.25 0.50
  VolumeType = CYLINDER
  VolCylinderRadius = 110.00
  VolCylinderLength = 5.00
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = No
  IsParticleUpTowardsEmitter = No
  WindMotion = PingPong
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.449946
  WindPingPongStartAngleMin = 5.000000
  WindPingPongStartAngleMax = 9.785398
  WindPingPongEndAngleMin = 2.497787
  WindPingPongEndAngleMax = 4.283185
End

ParticleSystem GravityStem
  Priority = AREA_EFFECT
  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 = 0.20
  Lifetime = 5000.00 5000.00
  SystemLifetime = 5000
  Size = 23.00 35.00
  StartSizeRate = 0.00 0.00
  SizeRate = 12.00 18.00
  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:108 G:108 B:108 0
  Color2 = R:108 G:108 B:108 150
  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 = -0.15 0.15
  BurstDelay = 4.00 4.00
  BurstCount = 1.00 1.00
  InitialDelay = 0.00 0.00
  DriftVelocity = X:0.00 Y:0.00 Z:1.00
  VelocityType = OUTWARD
  VelOutward = -3.00 -3.00
  VelOutwardOther = -2.00 -2.00
  VolumeType = CYLINDER
  VolCylinderRadius = 95.00
  VolCylinderLength = 50.00
  IsHollow = No
  IsGroundAligned = No
  IsEmitAboveGroundOnly = Yes
  IsParticleUpTowardsEmitter = No
  WindMotion = Circular
  WindAngleChangeMin = 0.149924
  WindAngleChangeMax = 0.949946
  WindPingPongStartAngleMin = 0.000000
  WindPingPongStartAngleMax = 0.985398
  WindPingPongEndAngleMin = 0.497787
  WindPingPongEndAngleMax = 2.283185
End
SYSTEM.INI
Code:
Object Tornado

  ; *** ART Parameters ***
  
  ; ***DESIGN parameters ***
  EditorSorting = SYSTEM
  KindOf = NO_COLLIDE UNATTACKABLE IMMOBILE


  ; *** ENGINEERING Parameters ***  
  Body = ImmortalBody ModuleTag_01
    MaxHealth        = 50.0
    InitialHealth    = 50.0
  End
  Behavior = FireWeaponUpdate ModuleTag_03
    Weapon = TornadoWeapon
  End

  Behavior = LifetimeUpdate ModuleTag_04
    MinLifetime = 5000
    MaxLifetime = 5000
  End
  
  Behavior = DeletionUpdate ModuleTag_05
    MinLifetime = 5000
    MaxLifetime = 5000
  End
  
  Behavior = DestroyDie ModuleTag_06
  End

  Geometry            = CYLINDER
  GeometryMajorRadius = 500.0
  GeometryHeight      = 1.0
  GeometryIsSmall     = No
  
End
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Old 10-16-2005, 03:32 PM   #2 (permalink)
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MinLifetime = 5000
MaxLifetime = 5000

errr... thats why it wont go away?
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Old 10-16-2005, 04:46 PM   #3 (permalink)
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i dunno...all i know is for some reason, after my aurora drops the bomb, and the tornado starts swirlin, its stays on forever...and isnt that in milliseconds? If it was, that would only mean the tornado stay around for 1 minute. But it stays around till i end game!
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Old 10-16-2005, 05:28 PM   #4 (permalink)
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Is it the tornado damage or just the tornado particles that don't go away?
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Old 10-16-2005, 10:16 PM   #5 (permalink)
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I don't mod Generals very much, but is it possible that it will only turn off when its at exactly 5000ms, but that's the minimum time, so it doesn't check until 5001ms, so it never sees the necessary 5000ms for it to turn off.

If this is the case it can be fixed by changing the minimum to 4999.
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Old 10-16-2005, 11:52 PM   #6 (permalink)
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Well, for one thing, your LifetimeUpdate and DestroyDie modules won't do anything because you have an ImmortalBody set. Try removing them and seeing if that allows DeletionUpdate to function properly.
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Old 10-17-2005, 04:17 PM   #7 (permalink)
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Awesome tornado dude!!!!

Can you show me how to make a generals power out of it.

I need a Power Caled F5 Tornado for General Stormvile in my Expanded wars mod.
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Old 10-17-2005, 06:37 PM   #8 (permalink)
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the particles wont go away, not the damage
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Old 10-18-2005, 03:59 AM   #9 (permalink)
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Quote:
Originally Posted by Phantom139";p=&quot View Post
Awesome tornado dude!!!!

Can you show me how to make a generals power out of it.

I need a Power Caled F5 Tornado for General Stormvile in my Expanded wars mod.
I imagine that all you would need is the code from the previous tornado topic and an appropriate OCLSpecialPower module, SpecialPower.ini entry, and the proper CommandButtons.

Quote:
Originally Posted by SmokeyDaBear";p=&quot View Post
the particles wont go away, not the damage
In that case, IsOneShot = Yes for both ParticleSystems should solve that problem.
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Old 10-18-2005, 06:15 PM   #10 (permalink)
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ok...i try that...thanx man
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