adding an explosion to a custom destructable CP? (+spawning)

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Lord-Bandu

adding an explosion to a custom destructable CP? (+spawning)

Post by Lord-Bandu »

I could do with some help with this.

Iv managed to make a new destructable CP . It works as it should except when it gets destroyed no explosion occurs . Also I cant spawn from it.


The explosion - Well here is my odf for the Destructable CP ....

[GameObjectClass]

ClassLabel = "commandpost"
GeometryName = "mus_console.msh"


[Properties]

BUILDINGSECTION = "BODY"

Label = "Shield Generator"
MapTexture = "hud_dest_icon"
MapScale = 3.0

GeometryName = "mus_console"


MaxHealth = "1000.0"
ExplosionName = "imp_walk_atst_exp"

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 = ""


Im tryin to use the same explosion as the hoth shield generator.


but all that happens is it disapears :( .



Spawning -

Well in Zeroedit I have made a spawn path (CP3Spawn) and a control region(CP3Box / CP3Control)

This CP is owned by the CIS and gets attacked by the Rep (as planned) but the CIS cannot spawn from it . If I click on it in the spawn screen it wont get selected.


Thanks
-_-
Gametoast Staff
Gametoast Staff
Posts: 2678
Joined: Sat May 07, 2005 1:22 pm

Post by -_- »

find the explosion effect from the assets common effects folder and put that into an effects folder...
Lord-Bandu

Post by Lord-Bandu »

but its

ExplosionName = "imp_walk_atst_exp"


am i right in thinkin this is what calls the explosion?
-_-
Gametoast Staff
Gametoast Staff
Posts: 2678
Joined: Sat May 07, 2005 1:22 pm

Post by -_- »

that leads to the odf file, not an actual explosion.
Lord-Bandu

Post by Lord-Bandu »

i had a feeling id have to make a new side .

thanks .
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