[code]I’ve added the ability to do Rumble Regions. Just make a region like normal, but then have the name be in this format:
rumble rumbleType Time ShakeStrength ShakeLength
ex: rumble 0 4.0 1.0 1.0
with
rumbleType = 0, 1 or 2, small, medium or big rumble, as specified in the global lua file, -1 is no rumble, just camera shake. If you need more rumble types let me know and we can add some.
Time a floating point number, it’s the interval in which the rumble and shake get set off
ShakeStrength, another floating point number, used for the camera shake, just like normal camera shakes.
ShakeLength, yadda yadda yadda. It’s like normal camerashake length.
NOTE: Be careful, the rumble in the name is case sensitive, needs to be all lowercase.
Currently we have a limit of five rumble regions per map, but that’s just some number I put in and can be changed.
Ok, I’ve modified rumble regions at Dell’s request
The globals.lua file now contains and the rumble regions are now boiled down to just using a index value. Ex: rumble 0 OR rumble 1 OR rumble 2
RumbleSmall = {
---In A min/max format, the randomized value will be between those two numbers.
Light = { .2, .2 },
Heavy = {.1,.1},
HeavyDecay = { .5,.5 },
LightDecay = {.5, .5 },
DelayLight = {0.0, 0.0 },
DelayHeavy = { 0.0, 0.0 },
TimeLeftHeavy = {1.0, 1.0}, --how long each rumble lasts
TimeLeftLight = {1.0, 1.0},
Interval = { 4.0 , 4.0 }, --how often the rumble gets set off
ShakeAmt = { 4.0 , 4.0 },
ShakeLen = { 1.0, 1.0 }, --Camera shake length
Rumble Regions 3.0
They are now done with odfs, prop placement and regions. (No lua, I know yer disappointed)
The Region needs to be named “rumble Odfname SomeName”
The Prop needs to be named “SomeName” and be of a rumble odf type
Where the odf name is a new type, I’ve included an example, should be straightforward.
When a region’s timer goes off, it will do all the rumble stuff, camera shake from the odf, and set off the particle effect of the prop (Based upon which odf was used to build it)
IMPORTANT NOTE:
If you do not add a prop, you will HAVE to add the odf to the req file, cuz it won’t get put in the game otherwise
EXAMPLE:
Region: rumble yav_prop_rumble1 cave_effects
Props:
Cave_effects ß all the same name, just have different locations and/or different odf’s associated with them
Cave_effects
Cave_effects
[GameObjectClass]
ClassLabel = "rumbleeffect"
GeometryName = "editor_grasspatch.msh"
[Properties]
MinLight = ".2"
MaxLight = ".2"
MinHeavy = ".1"
MaxHeavy = ".1"
MinHeavyDecay = ".5"
MaxHeavyDecay = ".5"
MinLightDecay = ".5" //pointless in reality, as the ps2 is either on off, not sure bout the xbox
MaxLightDecay = ".5"
MinDelayLight = "0.0"
MaxDelayLight = "0.0"
MinDelayHeavy = "0.0"
MaxDelayHeavy = "0.0"
MinTimeLeftHeavy = "1.0" //how long each rumble lasts
MaxTimeLeftHeavy = "1.0" //how long each rumble lasts
MinTimeLeftLight = "1.0"
MaxTimeLeftLight = "1.0"
MinInterval = "4.0" //how often the rumble gets set off
MaxInterval = "4.0" //how often the rumble gets set off
MinShakeAmt = "4.0"
MaxShakeAmt = "4.0"
MinShakeLen = "1.0" //Camera shake length
MaxShakeLen = "1.0" //Camera shake length
SoundName = "com_weap_inf_blaster_gold3" //is read in, triggers the sound at the center
FXName = "com_sfx_weap_grenade_schrap_exp " //the particle effect that gets triggered by the props
Giz asked me to take out the lock-on rumble. This is actually an ODF thing; the lock-on uses the charge variable for the rumble. So I’m just going to go thru the weapon odfs that have lock-on and set the charge rumble to 0.
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