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Destructible CPs
Posted: Sat Jun 11, 2005 4:03 pm
by Rippentuck
Yeah I know, this has been asked a lot and posted here, there and everywhere, and I even remember reading something about it, but I can't find anything about how to make destructible CPs after searching all over.
I understand that you edit the ODF the same way as shipped levels (like Hoth, Geonosis) have them, but what I want to know is, can you make virtually anything a destructible CP? I want to make a landing pad a destructible CP, for example -- is this possible if there is no "_dest_" file of a destroyed landing pad?
If someone can just explain one more time in user-friendly terms how to make any object a destructible CP, or point me to where it is explained, I'd really appreciate it.
Rip
RE: Destructible CPs
Posted: Sat Jun 11, 2005 5:21 pm
by SteveK14
An example of the platform I made in Oasis Duel:
GameObjectClass]
ClassLabel = "commandpost"
GeometryName = "bes1_bldg_gas_platform.msh"
[Properties]
BUILDINGSECTION = "BODY"
Label = "Home Base"
ExplosionName = "bes1_bldg_gas_platform_exp"
GeometryName = "bes1_bldg_gas_platform"
MapTexture = "hud_dest_icon"
MapScale = 3.0
DamageStartPercent = 85.0
DamageStopPercent = 0.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 70.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 55.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = 40.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_4"
DamageStartPercent = 25.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_5"
MaxHealth = "15000.0"
FoleyFXGroup = "metal_foley"
[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
KillRegion = ""
SpawnPath = ""
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_DEF_Alliance = 10
Value_DEF_CIS = 10
Value_DEF_Empire = 10
Value_DEF_Republic = 10
Value_DEF_Locals = 10
VO_All_AllCapture = ""
VO_All_AllLost = ""
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = ""
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = ""
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = ""
VO_Imp_ImpLost = ""
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = ""
VO_Rep_RepLost = ""
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = ""
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = ""
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = ""
VO_CIS_CISLost = ""
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
Strategic_Filter1 = ""
Strategic_Filter2 = ""
Strategic_Filter3 = ""
Strategic_Filter4 = ""
Strategic_Filter5 = ""
Strategic_Filter6 = ""
SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = ""
RE: Destructible CPs
Posted: Sat Jun 11, 2005 7:55 pm
by Rippentuck
Hi Steve,
So how does the "hud_dest_icon" appear in the map?
I'll try your example (modifying according to my map) and see how it works. Thanks for taking the time to reply.
Rip
Posted: Sat Jun 11, 2005 10:13 pm
by SteveK14
hud_dest_icon looks like a diamond with a period in the middle.
Posted: Sun Jun 12, 2005 3:15 am
by Rippentuck
Okay then, what does the destroyed CP look like in the map? Or does it just disappear when destroyed?
Rip
Posted: Sun Jun 12, 2005 2:14 pm
by SteveK14
If you do not specify a destroyed geometry, then it will disappear.
Posted: Mon Jun 13, 2005 4:56 pm
by Rippentuck
Hey Steve (or anyone else who can help),
Using your example and the exploding bunker from Endor, I've edited the ODF for my destructible CP (a small Bespin landing platform) like this:
GameObjectClass]
ClassLabel = "commandpost"
GeometryName = "bes1_bldg_platform_sml.msh"
[Properties]
BUILDINGSECTION = "BODY"
Label = "Control Zone"
ExplosionName = "imp_walk_atst_exp"
GeometryName = "bes1_bldg_platform_sml"
MapTexture = "hud_dest_icon"
MapScale = 3.0
MaxHealth = "5000.0"
DamageStartPercent = 95.0
DamageStopPercent = 0.0
DamageEffect = "vehiclespark"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_2"
DamageStartPercent = 70.0
DamageStopPercent = 0.0
DamageEffect = "vehiclesmoke"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_1"
DamageStartPercent = 55.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_3"
DamageStartPercent = 40.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_4"
DamageStartPercent = 25.0
DamageStopPercent = 0.0
DamageEffect = "vehicleflame"
DamageEffectScale = 1.5
DamageInheritVelocity = 0.0
DamageAttachPoint = "hp_damage_5"
FoleyFXGroup = "metal_foley"
[InstanceProperties]
CaptureRegion = ""
ControlRegion = ""
KillRegion = ""
SpawnPath = ""
AllyPath = ""
AllyCount = 65536
Radius = 0.0
ValueBleed = 10
Value_ATK_Alliance = 10
Value_ATK_CIS = 10
Value_ATK_Empire = 10
Value_ATK_Republic = 10
Value_DEF_Alliance = 10
Value_DEF_CIS = 10
Value_DEF_Empire = 10
Value_DEF_Republic = 10
Value_DEF_Locals = 10
VO_All_AllCapture = ""
VO_All_AllLost = ""
VO_All_AllInDispute = ""
VO_All_AllSaved = ""
VO_All_AllInfo = ""
VO_All_ImpCapture = ""
VO_All_ImpLost = ""
VO_All_ImpInDispute = ""
VO_All_ImpSaved = ""
VO_All_ImpInfo = ""
VO_Imp_AllCapture = ""
VO_Imp_AllLost = ""
VO_Imp_AllInDispute = ""
VO_Imp_AllSaved = ""
VO_Imp_AllInfo = ""
VO_Imp_ImpCapture = ""
VO_Imp_ImpLost = ""
VO_Imp_ImpInDispute = ""
VO_Imp_ImpSaved = ""
VO_Imp_ImpInfo = ""
VO_Rep_RepCapture = ""
VO_Rep_RepLost = ""
VO_Rep_RepInDispute = ""
VO_Rep_RepSaved = ""
VO_Rep_RepInfo = ""
VO_Rep_CISCapture = ""
VO_Rep_CISLost = ""
VO_Rep_CISInDispute = ""
VO_Rep_CISSaved = ""
VO_Rep_CISInfo = ""
VO_CIS_RepCapture = ""
VO_CIS_RepLost = ""
VO_CIS_RepInDispute = ""
VO_CIS_RepSaved = ""
VO_CIS_RepInfo = ""
VO_CIS_CISCapture = ""
VO_CIS_CISLost = ""
VO_CIS_CISInDispute = ""
VO_CIS_CISSaved = ""
VO_CIS_CISInfo = ""
Strategic_Filter1 = ""
Strategic_Filter2 = ""
Strategic_Filter3 = ""
Strategic_Filter4 = ""
Strategic_Filter5 = ""
Strategic_Filter6 = ""
SoldierBan = ""
HoverBan = ""
SmallBan = ""
MediumBan = ""
HugeBan = ""
To me this looks correct, it should work fine. As I expected, it (the platform) didn't appear in the game, but I knew I wasn't done. What exactly do I need to do further? Do I need to place the object in the editor again, or will the current object do? What label do I give it in the editor? I know there's also some localization involved, but I don't know how to do it with a destructible CP. Can ya help me out?
This would take the place of CP7 in the map, I'm not sure if I should use that for the label or what.
Rip
Posted: Mon Jun 13, 2005 5:28 pm
by SteveK14
There is a missing [ in my example before gameObjectClass:
[GameObjectClass]
ClassLabel = "commandpost"
GeometryName = "bes1_bldg_gas_platform.msh"
[Properties]
Is correct. Your example has that missing as well. Place it in zeroedit and the parameters for a CP should come up on the right hand side. Program just like a regular CP. Also make sure that ALL assets of the object you are using are present in your worldid msh folder.
Steve
Posted: Tue Jun 14, 2005 5:54 am
by Rippentuck
Hey Steve,
I got it working, adding that last bracket did it. Only one question now: is it possible to add some damage value to the explosion, so that everything on top of the landing pad is destroyed when it explodes?
Rip
Posted: Tue Jun 14, 2005 10:13 am
by SteveK14
Make a kill region. Place a region, mine uses a cylinder placed on top, and name it CP7Kill. In Zeroedit, the CP parameters will now have an entry place for kill region. Put CP7Kill in there and anything in the region when the cp gets destroyed dies.
Steve
Posted: Tue Jun 14, 2005 6:46 pm
by Rippentuck
Hey Steve,
I put in the kill region, and it works great. Now just a few more minor things, and I'll release a final version of my map.
Thanks for all your help with this. Hopefully this thread can help future mappers too.
Rip
Posted: Tue Jun 14, 2005 11:17 pm
by OOM-9
HELPED ME!!!

Posted: Tue Jun 14, 2005 11:30 pm
by SteveK14
OOM-9 wrote:HELPED ME!!!

Did it help you or are you asking for help?