makeing a viper probe droid explode

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
User avatar
Bantha55
2nd Lieutenant
2nd Lieutenant
Posts: 407
Joined: Sun Jun 10, 2007 1:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Germany
Contact:

makeing a viper probe droid explode

Post by Bantha55 »

heyhey!

I added a viper probe droid to my hoth map. I wanted it to explode when it dies so i tried those:

Code: Select all

ExplosionName = "imp_droid_probe_exp"
ExplosionDestruct = "imp_droid_probe_exp"
(imp_droid_probe_exp exists)
but it doesn´t do it. so i looked in the droids odf but i found nothing special except of the thing that they have chunks. I gave the probedroid some numchunks but it still doesn´t explodes. Does anybody know how i could make it explode?
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: makeing a viper probe droid explode

Post by Teancum »

What does it do, just disappear? More information would be really helpful.
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: makeing a viper probe droid explode

Post by Maveritchell »

To make a unit explode, not only does it need an ExplosionName set (ExplosionDestruct is unnecessary, since units don't self-destruct like vehicles can), but it also needs chunksections. Numchunks (?) sounds like you put in the basic chunks you might add to a prop - for a unit you need chunksections set up:

Code: Select all

ChunkFrequency              = 0.6

CHUNKSECTION                = "CHUNK1"
ChunkGeometryName           = "bdroid_chunk1"
ChunkNodeName               = "bone_neck"
ChunkTerrainCollisions      = "4"
ChunkTerrainEffect          = "dirtspray"
ChunkTrailEffect            = "com_sfx_chunksmolder"
ChunkPhysics                = "FULL"
ChunkOmega                  = "4.0 4.0 4.0"
ChunkSpeed                  = 8.0

CHUNKSECTION                = "CHUNK2"
ChunkGeometryName           = "bdroid_chunk2"
ChunkNodeName               = "bone_l_upperarm"
ChunkTerrainCollisions      = "4"
ChunkTerrainEffect          = "dirtspray"
ChunkTrailEffect            = "com_sfx_chunksmolder"
ChunkPhysics                = "FULL"
ChunkOmega                  = "4.0 4.0 4.0"
ChunkSpeed                  = 8.0
That's some of what you'll see in the cis_inf_default .odf; what I've always done if I want to assign an explosion to a unit is just give it invisible chunks and then the explosionname.
User avatar
Bantha55
2nd Lieutenant
2nd Lieutenant
Posts: 407
Joined: Sun Jun 10, 2007 1:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Germany
Contact:

Re: makeing a viper probe droid explode

Post by Bantha55 »

Teancum wrote:What does it do, just disappear? More information would be really helpful.
It just stays in the map and after a time it disappears.
Maveritchell wrote:To make a unit explode, not only does it need an ExplosionName set (ExplosionDestruct is unnecessary, since units don't self-destruct like vehicles can), but it also needs chunksections. Numchunks (?) sounds like you put in the basic chunks you might add to a prop - for a unit you need chunksections set up:

Code: Select all

ChunkFrequency              = 0.6

CHUNKSECTION                = "CHUNK1"
ChunkGeometryName           = "bdroid_chunk1"
ChunkNodeName               = "bone_neck"
ChunkTerrainCollisions      = "4"
ChunkTerrainEffect          = "dirtspray"
ChunkTrailEffect            = "com_sfx_chunksmolder"
ChunkPhysics                = "FULL"
ChunkOmega                  = "4.0 4.0 4.0"
ChunkSpeed                  = 8.0

CHUNKSECTION                = "CHUNK2"
ChunkGeometryName           = "bdroid_chunk2"
ChunkNodeName               = "bone_l_upperarm"
ChunkTerrainCollisions      = "4"
ChunkTerrainEffect          = "dirtspray"
ChunkTrailEffect            = "com_sfx_chunksmolder"
ChunkPhysics                = "FULL"
ChunkOmega                  = "4.0 4.0 4.0"
ChunkSpeed                  = 8.0
That's some of what you'll see in the cis_inf_default .odf; what I've always done if I want to assign an explosion to a unit is just give it invisible chunks and then the explosionname.
How shall i make them invisible? Shall i remove the geometry name? Or did you make some invisble chunk models with xsi?
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Re: makeing a viper probe droid explode

Post by Maveritchell »

I've got some invisible chunks - I just added an alpha texture to the grenade model and scaled it way down.
User avatar
Bantha55
2nd Lieutenant
2nd Lieutenant
Posts: 407
Joined: Sun Jun 10, 2007 1:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Germany
Contact:

Re: makeing a viper probe droid explode

Post by Bantha55 »

thanks it works fine!
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: makeing a viper probe droid explode

Post by DarthD.U.C.K. »

i released chunks for the probedroid!
and i would be glad if someone would use em
clik me!
Post Reply