Attach effects using HardPoints [Solved]

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theultimat
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Attach effects using HardPoints [Solved]

Post by theultimat »

Ok, so I saw the "How to add Effects without HardPoints" link in the FAQ Thread, but, just out of interest, how do you attach the effect with a HardPoint? Would it be something like:

Code: Select all

AttachEffect(smoke_billow)
AttachHardPoint(DummyRoot)
I'm not that good at C++ or the other code SWBF2 was made in, so thats probably wrong (C# for me :wink: ). Thanks.
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DarthD.U.C.K.
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Re: Attach effects using HardPoints

Post by DarthD.U.C.K. »

i think this topic or file should be linked in the everythingyouneedthread
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Re: Attach effects using HardPoints

Post by MandeRek »

Okay weird.. I added nulls in the model (xsi), exported (full xsi) and then used these lines in the odf, PLUS i added the effect (torchflame.fx) to ...\effects Still, no single effect ingame! I thought this was on-topic

Odf:

Code: Select all

[GameObjectClass]

ClassLabel		=	"prop"
GeometryName	=	"muu_bldg_underground.msh"


[Properties]
GeometryName	=	"muu_bldg_underground"
FoleyFXGroup    = "stone_foley"

AttachEffect = "torchflame" //the actual effect: the flame
SoundProperty = "com_amb_fire_large" //nice fire sounds.. works?
//all the hardpoints of the tunnel below.. Man that was hell of a work! - MandeRek
AttachToHardPoint  = "hp_flame1"
AttachToHardPoint  = "hp_flame2"
AttachToHardPoint  = "hp_flame3"
AttachToHardPoint  = "hp_flame4"
AttachToHardPoint  = "hp_flame5"
AttachToHardPoint  = "hp_flame6"
AttachToHardPoint  = "hp_flame7"
AttachToHardPoint  = "hp_flame8"
AttachToHardPoint  = "hp_flame9"
AttachToHardPoint  = "hp_flame10"
AttachToHardPoint  = "hp_flame11"
AttachToHardPoint  = "hp_flame12"
AttachToHardPoint  = "hp_flame13"
AttachToHardPoint  = "hp_flame14"
AttachToHardPoint  = "hp_flame15"
AttachToHardPoint  = "hp_flame16"
AttachToHardPoint  = "hp_flame17"
AttachToHardPoint  = "hp_flame18"
AttachToHardPoint  = "hp_flame19"
AttachToHardPoint  = "hp_flame20"
AttachToHardPoint  = "hp_flame21"
AttachToHardPoint  = "hp_flame22"
AttachToHardPoint  = "hp_flame23"
AttachToHardPoint  = "hp_flame24"
AttachToHardPoint  = "hp_flame25"
AttachToHardPoint  = "hp_flame26"
AttachToHardPoint  = "hp_flame27"
AttachToHardPoint  = "hp_flame28"
AttachToHardPoint  = "hp_flame29"
AttachToHardPoint  = "hp_flame30"
AttachToHardPoint  = "hp_flame31"
AttachToHardPoint  = "hp_flame32"
AttachToHardPoint  = "hp_flame33"
AttachToHardPoint  = "hp_flame34"

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Maveritchell
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Re: Attach effects using HardPoints

Post by Maveritchell »

I bet you have one effect showing up but nothing else. You need to set up your .odf like this:

Code: Select all

SoundProperty = "com_amb_fire_large" //nice fire sounds.. works?
//all the hardpoints of the tunnel below.. Man that was hell of a work! - MandeRek

AttachEffect = "torchflame" //the actual effect: the flame
AttachToHardPoint  = "hp_flame1"

AttachEffect = "torchflame" //the actual effect: the flame
AttachToHardPoint  = "hp_flame2"

AttachEffect = "torchflame" //the actual effect: the flame
AttachToHardPoint  = "hp_flame3"
New AttachEffect for each hardpoint, here's a reference of mine:

Code: Select all

[Properties]		

GeometryName	=	"uwzapper"

AttachEffect 		= "elec1"
AttachToHardPoint 	= "hp_e1"

AttachEffect 		= "elec2"
AttachToHardPoint 	= "hp_e2_1"

AttachEffect 		= "elec2"
AttachToHardPoint 	= "hp_e2_2"

AttachEffect 		= "elec3"
AttachToHardPoint 	= "hp_e3_1"

AttachEffect 		= "elec3"
AttachToHardPoint 	= "hp_e3_2"

BuildingSound       = "force_field_on"

FoleyFXGroup    = "metal_foley"
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Re: Attach effects using HardPoints

Post by FragMe! »

Actually his way will work just tried it, it may be something in the way he set up his hp's (he showed me the error he was getting) that and the fact if forgot to send him the tga files :oops: but he should have had white squares at least.



on a side note: don't put them close together as I did in the test it gets very loud with the soundeffect for 4 flames in close proximity :faint:
theultimat
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Re: Attach effects using HardPoints

Post by theultimat »

Thanks guys. :)
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