Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: TheJamsh on August 22, 2008, 11:24:24 AM

Title: do spraybuilding/spraybomb/spraymine class support a launch explosion?
Post by: TheJamsh on August 22, 2008, 11:24:24 AM
see topic title ^
Title: Re: do spraybuilding/spraybomb/spraymine class support a launch explosion?
Post by: Steeveeo on August 22, 2008, 12:28:43 PM
No, not that I know of, but you can simulate it by using a multiple-draw_emit technique on the ordinance itself.

Example (from my Hammer Missile):

[GLaunch]
simulateBase = "sim_dust"
lifeTime = .1
renderBase = "draw_emit"
emitName = "aphammer.Glaunch2"
emitDelay = 9e9
emitVelocity = "0.0 0.0 0.0"
emitVariance = "0.0 0.0 0.0"
emitLife = 0.1
maxDist = 1000

[GLaunch2]
simulateBase = "sim_dust"
lifeTime = 0.1
renderBase = "draw_emit"
emitName = "aphammer.Glaunchcloud"
emitDelay = 0.002
emitVelocity = "0 0 0"
emitVariance = "150.0 0.0 150.0"
emitLife = 30

[GLaunchCloud]
simulateBase = "sim_dust"
lifeTime = 30.0
renderBase = "draw_sprite"
textureName = "cloudsmokefull.tga"
textureBlend = "srcalpha invsrcalpha modulatealpha"
startColor = "31 31 31 255"
finishColor = "128 128 128 0"
startRadius = 15.0
finishRadius = 30.0
animateTime = 30.0


This is from a "missile" which is a vehicle class that's launched from an armory (which definintely does not support an explosion to be played upon launch). Notice how it's set up, the first emit has a delay of 9e9, which basically means that it will not fire again for 2853.88 years (:P), it leads to another emit with a lifetime of 0.1 and an emitdelay of 0.002, meaning it spawns about 50 instances of GLaunchCloud within that tenth of a second which fly out at 150 points on both horizontal axis (Axises? Axi? What's the plural for that?). That is a good way of replicating the Explosion file Particle declaration system (particle class, count, and veloc).

If that needs any clarification lemme know.

By the way, I think there was a way to make a particle make a sound to simulate an explosion when you cannot spawn a real one, lemme find it real quick...

Ah here we are, from the changelog:


[e1]
simulateBase = "sim_smoke" // Or one of the others above
SimulateSoundEffect = "" // blank is no sound; otherwise, something like "blah.wav"


   Compiles, but is pretty much untested. This has the possibility of
flooding the sound system with a few too many requests. Use
sparingly. [NM]


And there ya go, how to make an explosion without an explosion present (dont count of the shockwave or damage effects from a real one working at all without DLL).
Title: Re: do spraybuilding/spraybomb/spraymine class support a launch explosion?
Post by: TheJamsh on August 22, 2008, 12:43:37 PM
thats okay, i just needed to give this thing a take off explosion. ive managed to remakle the javelin missile from COD and now turn it into a much better comet missile.

basically i can stick a massive missile right into Padisha Burns' teacup :D
Title: Re: do spraybuilding/spraybomb/spraymine class support a launch explosion?
Post by: TheJamsh on August 22, 2008, 12:47:31 PM
oh wait, is there anyway to give a shot sound to the spraybuilding?
Title: Re: do spraybuilding/spraybomb/spraymine class support a launch explosion?
Post by: Zero Angel on August 22, 2008, 07:34:28 PM
If the spraybuilding class has the properties of a building, couldnt one tap something to it? Like an object which immediately detonates prior to the spraybuilding releasing its payload?
Title: Re: do spraybuilding/spraybomb/spraymine class support a launch explosion?
Post by: General BlackDragon on August 22, 2008, 08:35:36 PM
spraymine has a shotsound.
Title: Re: do spraybuilding/spraybomb/spraymine class support a launch explosion?
Post by: TheJamsh on August 23, 2008, 05:28:35 PM
shotsound doesnt work unfortunately, which is a pity. heres the ODF. minus the sexual effects because its part of the mod :D


[GameObjectClass]
geometryName = "aocome00.xsi"
classLabel = "spraymine"
scrapCost = 0
scrapValue = 0
maxHealth = 100
maxAmmo = 1
unitName = "Comet"
effectHard1 = "hp_emit_1"
effectName1 = "tagca_a2.render"
effectHard2 = "hp_emit_2"
effectName2 = "tagca_a2.wingtrail"
effectHard3 = "hp_emit_3"
effectName3 = "tagca_a2.wingtrail"

[SprayBuildingClass]
payloadName = "tagca_a3"
triggerDelay = 4.6
setAltitude = 390.0
omegaSpin = 6.0
shotDelay = 0.1
anglePitch = 0.0
maxYSpeed = 90.0
shotSound = "acomet.wav"
Title: Re: do spraybuilding/spraybomb/spraymine class support a launch explosion?
Post by: mrtwosheds on August 24, 2008, 11:49:44 AM
It should be fireSound =

Example:

explosionName = "xorbfir"

[SprayBuildingClass]
payloadName = "orbmtr"
fireSound = "djoing.wav"
triggerDelay = 0.5
setAltitude = 8.0
anglePitch = 15.0
Title: Re: do spraybuilding/spraybomb/spraymine class support a launch explosion?
Post by: TheJamsh on August 24, 2008, 04:22:07 PM
ah thats why
Title: Re: do spraybuilding/spraybomb/spraymine class support a launch explosion?
Post by: General BlackDragon on August 24, 2008, 06:05:02 PM
Yea....