I have removed the Tusken Camp fires from the day version by using KillObject, the only problem is that the attached effect "torchflame" is still visible.
These are the camp fire props that I have removed:
Moderator: Moderators


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SetProperty("tat_prop_tuskcampfire", "AttachEffect", "fakeeffect")



If an .odf can't find a hardpoint on a model, it defaults to the dummyroot - it doesn't simply ignore it.AQT wrote:Here's an idea: Since the effect is attached to a hardpoint called hp_smoke, what if you change the geometry of the campfire to a different MSH without hardpoints that is already being used in your map before killing it? Maybe then the effect will no longer be attached?


The easy answer to toggling effects on and off is to use damage effects. Since they are dynamic relative to damage, all you do is have an effect set for any damage percentage greater than zero, and kill the object when you want to turn off the effect.AQT wrote:Huh, alright. Well, I guess another potential remedy is to create a small custom side to load in a dummy effect also called torchflame should be able to overwrite the original.


Thanks Mav, that's an easier solution than I expected.Maveritchell wrote:The easy answer to toggling effects on and off is to use damage effects. Since they are dynamic relative to damage, all you do is have an effect set for any damage percentage greater than zero, and kill the object when you want to turn off the effect.AQT wrote:Huh, alright. Well, I guess another potential remedy is to create a small custom side to load in a dummy effect also called torchflame should be able to overwrite the original.

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[GameObjectClass]
ClassLabel = "armedbuilding"
GeometryName = "bgl_prop_sdshield.msh"
[Properties]
GeometryName = "bgl_prop_sdshield"
DestroyedGeometryName = "ffx_weap_inf_grenadethermal"
MaxHealth = "999999.0"
AddHealth = "1000.0"
RespawnTime = "999999"
FoleyFXGroup = "metal_foley"
MapTexture = "shield_icon"
MapScale = "1.5"
DamageStartPercent = 100.0
DamageStopPercent = 0.0
DamageEffect = "shieldeffect"
DamageEffectScale = 1.0
DamageInheritVelocity = 0.0
DamageAttachPoint = "dummyroot"
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AINoRepair = "1"Code: Select all
SetProperty("Console", "IsVisible", "0")

