Page 1 of 1

Impact Effect Surfaces

Posted: Sat Oct 13, 2007 5:41 pm
by trainmaster611
ImpactEffectSoft = "com_sfx_ord_exp"
ImpactEffectRigid = "com_sfx_ord_exp"
ImpactEffectStatic = "com_sfx_ord_exp"
ImpactEffectTerrain = "com_sfx_ord_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_ord_exp"
ExpireEffect = "com_sfx_ord_exp"
I was wondering what the difference between each surface was, ie. what is the difference between static, rigid, and soft. Obviously, you can use those names to define what impact effect you want to play when you hit that surface.

But how do you know what each surface is so you would know what different effects you want to play when you hit lets say a vehicle versus a unit or maybe a building.

Obviously, I know what the water, shield, terrain, and expire are. I just need to know the first three.

Re: Impact Effect Surfaces

Posted: Sat Oct 13, 2007 7:15 pm
by RepSharpshooter
I don't have a definite answer, but you could assign different effects to the first three, then shoot different things in-game to see what is what.

Re: Impact Effect Surfaces

Posted: Sat Oct 13, 2007 10:10 pm
by PvtParts
I think, not 100 percent,

Soft is like AI units (clone troopers for instance)

Rigid is like vehicles

Static is like ZE placed models

Terrain is any terrain done through ZE (the ground - but not models)

Water is water

Shield should be shield, but when i worked with it, it had no effect on the effect displayed when the ord struck a shielded target. its either used elsewhere, or just a leftover of old code.

Expire effect is like when the ordinance dies. You know how you can give your ordinance a lifetime? If that time ends, the ord expires, and it displays this effect.

Again, I'm not 100 percent sure and havent really needed to test all of these. I am 100 percent on the Terrain, Water, and Shield.

Re: Impact Effect Surfaces

Posted: Sun Oct 14, 2007 12:04 am
by FragMe!
PvtParts is correct, the following is from the docs
(art guide)

Code: Select all

s – Soldier (soft) collision
v – Vehicle (rigid) collision
b – Building (static) collision

Re: Impact Effect Surfaces

Posted: Sun Oct 14, 2007 12:26 am
by trainmaster611
Well that's highly convenient. I thought I might have to go in and modify everything so that soft = units, rigid = vehicles, and so on. That would have been a nightmare :roll:

Thanks :)

Re: Impact Effect Surfaces

Posted: Sun Oct 14, 2007 4:28 am
by Frisbeetarian
The shield may be a shield such as the one for the hangers in space combat.