Here's the next big roadblock in the creation of my Death Star map.
I don't have my resources with me so I shall do my best to describe the setup of what I'm trying to accomplish. My map contains a double-fireroom of sorts. The model of the death star fire room has a mirrored copy of itself placed opposing it, and there's a shallow large tube between the two, which formerly was where the death star superlaser cannon would go. Now, I have a large energy field set up there (the engine light used on the rebel transports, recolored) with a corresponding death region present.
There are walkways on each side of the tube connecting the two fire rooms, which of course have dynamic planning arcs which turn off when the death region and energy field are on. The energy field is an attached odf, embedded into the odf of the 2 destructable panels (1 object) which toggle the death region, planning, and barriers. Unfortunately, when the object is destroyed, the attached light stays, even when I have tried it with
a) no destroyed geometry
and
b) the seemingly worthless odf command 'removeunitwhendestroyed = "1"' or whatever it is (not right but I'm going from memory here) btw what do the number values on that command indicate? I assume 1 = true as a boolean variable, while 0 = false?
...and what exactly is a light odf considered to be (and therefore what lua commands affect it)? is it an object? an effect? other?
Removing a light effect when object is killed (attached odf)
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Jaspo
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FragMe!
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Re: Removing a light effect when object is killed (attached
Have a look at the Turbine on Tantive IV it is similar to what you want to do yes?
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Jaspo
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Re: Removing a light effect when object is killed (attached
I suppose it is, unless that's an attached effect rather than an attached light odf. I tried digging through the space frigate odfs because they have engine lights that go out when destroyed, but I couldn't find anything of interest.
Edit: It's an attached effect on the generator, so that's different, and also I can't figure out how to get effects to work ingame, or for that matter how to use the particle editor...isn't there documentation somewhere called "the particle editor and you?"...I thought it was one of the modtools docs but I can't find it, so maybe its here on Gametoast somewhere. Anyway, back on topic...
I did find, for reference, that the destructable door control panels on the original death star map have attached light odfs. Unfortunately, the light on them does not go out when they are destroyed, seemingly indicating that removing lights just isn't something the makers of Battlefront programmed into the game.
However, I may have a workaround. I read elsewhere that lights can be attached to animated objects. So, I think I could use procedural animation combined with some mission script code to simply move the object with the light attached to it so that it is no longer in the room, effectively making it disappear. The only problem is that I have no experience with procedural animation yet. Oh, well. No time like the present to learn!
Edit: It's an attached effect on the generator, so that's different, and also I can't figure out how to get effects to work ingame, or for that matter how to use the particle editor...isn't there documentation somewhere called "the particle editor and you?"...I thought it was one of the modtools docs but I can't find it, so maybe its here on Gametoast somewhere. Anyway, back on topic...
I did find, for reference, that the destructable door control panels on the original death star map have attached light odfs. Unfortunately, the light on them does not go out when they are destroyed, seemingly indicating that removing lights just isn't something the makers of Battlefront programmed into the game.
However, I may have a workaround. I read elsewhere that lights can be attached to animated objects. So, I think I could use procedural animation combined with some mission script code to simply move the object with the light attached to it so that it is no longer in the room, effectively making it disappear. The only problem is that I have no experience with procedural animation yet. Oh, well. No time like the present to learn!
