Page 1 of 1
Explosion in ZE with push effect?
Posted: Thu Jun 19, 2008 6:38 pm
by theITfactor
I'm looking to create some sort of object that I can place in a map in ZE. When the player destroys this object or destroys another "trigger" object, I want it to make a huge explosion. The catch is it has to have a very large push effect to it, so the player goes flying out very very far.
Or just in general I want to add a Push effect to an object in ZE.
Is it possible?
Re: Explosion in ZE with push effect?
Posted: Thu Jun 19, 2008 8:37 pm
by trainmaster611
Yes. Just assign the explosion ODF like so
ExplosionName = "all_bldg_moncal_roundturret_exp"
DestroyedGeometryName = "all_bldg_moncal_roundturret_chunk1"
The first line is the explosion you are going to assign. The second line is the geometry that is left behind when the object is dead (in case you wanted to know that).
Now I got these lines from com_weap_veh_fly_guided_rocket_exp
[ExplosionClass]
ClassLabel = "explosion"
[Properties]
LifeSpan = "0.2"
Effect = "com_sfx_vehicle_exp"
Damage = "500.0"
DamageRadius = "50.0"
ArmorScale = "1.0"
HealthScale = "1.0"
ShieldScale = "1.0"
VehicleScale = "1.0"
PersonScale = "1.0"
Shake = "1.0"
ShakeLength = "1.0"
ShakeRadius = "35.0"
Push = "13.0"
PushRadius = "29.0"
The last two lines are the ones you need to be concerned about. The Push is how far you are pushed by the explosion and the PushRadius is the area around the center of the explosion that units will be affected. So in this case, if you are within 29m of the explosion or less, you will be pushed at a 'power' of 13.
Copy these lines into your assigned explosion ODF and change the values of the push. Mind you, it pushes all units, not just the guy who hit it.
And make sure you put a MaxHealth line in the ODF so it can explode.
Re: Explosion in ZE with push effect?
Posted: Fri Jun 20, 2008 6:35 pm
by theITfactor
Push effect didn't work, and I didn't take damage from the explosion :S