How to make a (Movie Accurate) Seismic Charge!
Posted: Fri Mar 02, 2007 5:32 pm
I was experimenting with the particle editor and noticed that there was a file for the seismic charge in the com folder, so I decided to experiment with it in-game...
Here are all the steps needed to create your own "Movie Accurate" seismic charge!
Step 1. Create a new .odf file and name this file: cis_weap_inf_seismic
Step 2. Open up this file, and copy and paste this into your .odf, Save and close this file off.
Step 4. Open up this file, and copy and paste this into your .odf, Save and Close.
Step 6. Open this .odf and Copy and Paste this. Save and Close.
Step 8. Open this file and copy and paste the following, Save then Close.
your new seismic charge will look like this ingame.




Here are all the steps needed to create your own "Movie Accurate" seismic charge!
Step 1. Create a new .odf file and name this file: cis_weap_inf_seismic
Step 2. Open up this file, and copy and paste this into your .odf, Save and close this file off.
Step 3. Create a new .odf file and name this file: cis_weap_inf_seismic_destroyed_exp[WeaponClass]
ClassParent = "com_weap_inf_timebomb"
[Properties]
OrdnanceName = "cis_weap_inf_seismic_ord"
Step 4. Open up this file, and copy and paste this into your .odf, Save and Close.
Step 5. Create a new odf, and name this file: cis_weap_inf_seismic_exp[ExplosionClass]
ClassLabel = "explosion"
[Properties]
Damage = "0.0"
DamageRadiusInner = "0.0"
DamageRadiusOuter = "0.0"
Push = "0.0"
PushRadiusInner = "0.0"
PushRadiusOuter = "0.0"
Shake = "0.0"
ShakeLength = "0.0"
ShakeRadiusInner = "0.0"
ShakeRadiusOuter = "0.0"
WaterEffect = "com_sfx_watersplash_sm"
Effect = "com_sfx_weap_seismiccharge"
Decal = "decal_explosion"
LightColor = "46 252 5 150"
LightRadius = "0.0"
LightDuration = "0.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.5"
AnimalScale = "1.0"
VehicleScale = "1.0"
SoundProperty = "com_weap_mine_expire"
Step 6. Open this .odf and Copy and Paste this. Save and Close.
Step 7. Create a New odf and name it: cis_weap_inf_seismic_ord[ExplosionClass]
ClassLabel = "explosion"
[Properties]
Damage = "5000.0"
DamageRadiusInner = "30.0"
DamageRadiusOuter = "60.0"
Push = "16.0"
PushRadiusInner = "4.0"
PushRadiusOuter = "6.0"
Shake = "2.0"
ShakeLength = "1.25"
ShakeRadiusInner = "8.0"
ShakeRadiusOuter = "16.0"
WaterEffect = "com_sfx_watersplash_lg"
Effect = "com_sfx_weap_seismiccharge"
Decal = "decal_explosion"
LightColor = "46 252 5 150"
LightRadius = "8.0"
LightDuration = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.5"
AnimalScale = "1.0"
VehicleScale = "1.0"
SoundProperty = "com_weap_obj_small_exp"
Step 8. Open this file and copy and paste the following, Save then Close.
Step 9. open up your vehicles odf and place this where the weapon section should be.[GameObjectClass]
ClassParent = "com_weap_inf_timebomb_ord"
[Properties]
GeometryName = "com_weap_inf_seismic_mine"
ExplosionTrigger = "cis_weap_inf_seismic_exp"
ExplosionExpire = "cis_weap_inf_seismic_exp"
ExplosionDeath = "cis_weap_inf_seismic_destroyed_exp"
Step 10. Munge and play.WeaponName ="cis_weap_inf_seismic"
WeaponAmmo = "0"
your new seismic charge will look like this ingame.