Trigger a map-wide rumble effect with explosion?
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- Snork
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Trigger a map-wide rumble effect with explosion?
Is there a way to trigger a Map-Wide rumble effect at a certain time, along with a rather large explosion effect?
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SilvaDalek
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Re: Expert help needed.
There is a way (In Hoth there is so there has to be)
- Snork
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Re: Expert help needed.
Map wide as in on any corner of the map you'll feel the shake. The hoth tunnels is an object with an fx attached I think. Good idea though.
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SilvaDalek
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Re: Expert help needed.
That's my point, you see couldn't you put a something (like a blank nothing) over the map that has the fx or whatever?
- Teancum
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Re: Expert help needed.
You sure guess a lot, don't you?
What I'd do is pick something with a hardpoint (like a CP model) and attach the FX to that. Then place them all over on the terrain. Lastly, sink them just below the terrain. Theoretically the shake FX should play near any of the new "FX CPs" you place. So it's just a matter of how many you place. Be sure to disable the holo on the CPs.
I've never tested this, but it's worth a shot.
............Actually, it seems it's easier than that. Open hot_rum_caves.odf, look at the first few lines:
What I'd do is pick something with a hardpoint (like a CP model) and attach the FX to that. Then place them all over on the terrain. Lastly, sink them just below the terrain. Theoretically the shake FX should play near any of the new "FX CPs" you place. So it's just a matter of how many you place. Be sure to disable the holo on the CPs.
I've never tested this, but it's worth a shot.
............Actually, it seems it's easier than that. Open hot_rum_caves.odf, look at the first few lines:
The first time you see GeometryName (it's always under GameObjectClass and has .msh after it) it's going to be what you see in ZeroEdit. Personally I'd change it to "item_pointer.msh"[GameObjectClass]
ClassLabel ="rumbleeffect"
GeometryName ="editor_grasspatch.msh"
- Maveritchell
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Re: Expert help needed.
Well, I feel silly. I've done this a couple times in a different way that's probably a little harder than that. I think the easiest way to make this happen when you want would be to create a rumbleobject, like Tean mentioned. Attach an effect to it, and give it a health. Then what you can do is, in your .lua, set it's health to be 0 at the beginning of the level - SetProperty("objectname", "CurHealth", 0). Then, when you want the event to trigger, use a .lua trigger (Can be OnEnterRegion, OnObjectKill, whenever a timer expires, or a number of other things - if you have problems, just PM me what you're trying to do and I'll help you set up the trigger) to set the health back to full - SetProperty("objectname", "CurHealth", 99999) (that last number will be your object's max health). Then you can leave it rumbling or set it to expire again using a timer, with the earlier SetProperty function.
I realize how convoluted that may sound, if you've got questions, just PM me with what you're trying to do.
I realize how convoluted that may sound, if you've got questions, just PM me with what you're trying to do.
- AceMastermind
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Re: Expert help needed.
Here are some notes regarding rumble regions from psych0fred's site:
Hidden/Spoiler:
