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Spawned mines? [Solved]
Posted: Wed Mar 18, 2009 4:50 pm
by swingking
I was just wondering if it was possible to create a mine that explodes when a unit is near (DUH) ,
but one that you can place in ZeroEditor (e.g. an abandoned building laced with mines, or as a more entertaining manner of preventing players from leaving the map

)?
Re: spawned mines?
Posted: Wed Mar 18, 2009 7:24 pm
by computergeek
It's probably possible, but would require some work. I'm really not sure but you could probably do it by messing with the mine's .odf to try to turn it into a prop
Re: spawned mines?
Posted: Wed Mar 18, 2009 9:52 pm
by swingking
hmm... interesting idea... I think there's an imperial shuttle that explodes when you get too close, however i'm not sure about how to replicate that effect....
(edit) yeah, i checked the imp_fly_trooptrans odf and there's nothing in there about a proximity trigger... so now I'm back where i started
Re: spawned mines?
Posted: Thu Mar 19, 2009 8:22 am
by YaNkFaN
yea it's possible i believe the mine is in the common folder with the cps and all the other stuff just place it and put a team number on it I don't know how to keep it so it doesn't like go away after a certain amount of time maybe look at it's .odf but yea that's how you could do it
Re: spawned mines?
Posted: Thu Mar 19, 2009 12:48 pm
by FragMe!
From the world common folder (not a side common folder) try placing a com_item_vehicle_mine with a team number as someone mentioned. It has a default lifespan of 240 which I am sure you could increase
Re: spawned mines?
Posted: Thu Mar 19, 2009 5:00 pm
by swingking
Ok, I'll try that... thanks guys!
[edit]
no luck; it doesn't show up in ZE, and there's no bounding box.
[edit2]
what I fail to understand is that there is a file called com_item_health_25 or something like that which can be placed and shows up in-game.
Re: spawned mines?
Posted: Fri Mar 20, 2009 3:30 pm
by Eggman
It is indeed possible to place mines as props. The way I did it is as follows:
First, create an .odf for the mine and place it in your world's odf folder. This is the .odf I used:
Code: Select all
[GameObjectClass]
ClassLabel = "mine"
GeometryName = "com_weap_inf_landmine_placed.msh"
[Properties]
GeometryName = "com_weap_inf_landmine_placed"
ExplosionTrigger = "com_weap_inf_landmine_exp"
ExplosionDeath = "com_weap_inf_landmine_destroyed_exp"
ExplosionExpire = "com_weap_inf_landmine_destroyed_exp"
TriggerContact = "1"
TriggerRadius = "1.0"
//SuppressRadius = "1.0"
MaxHealth = "200"
Velocity = "0.0"
Gravity = "1.0"
Rebound = "0.0"
Friction = "1.0"
CollisionOtherSound = "com_weap_mine_land"
Next, make sure you have the proper .msh and .tga files in your world's .msh folder. Look for "com_weap_inf_landmine.msh," "com_weap_inf_landmine.tga," and "com_weap_inf_landmine_placed.msh."
You should be able to place a working landmine in ZE. Just make sure to give it a team name so it will explode when units from the opposing team step on it.
I set this up a long time ago when I was still semi-new to modding, so there may be a simpler way to do it, but this worked for me and was easy enough to do.
Re: spawned mines?
Posted: Fri Mar 20, 2009 5:04 pm
by swingking
thank you so much! The odf works perfectly ingame, and there isn't a limit to how many are on the map!
I cannot possibly express my thanks, but I'll sure as peas try!
