Double FX triggering on death |
Double FX triggering on death |
8 Aug 2015, 20:36
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#1
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
The problem is in the first explosion, it is triggering 2 fxlist (FX_GenericCarExplode and other one from the SuicideCarBomb weapon), guessing it has to do with the death types, cause only some weapons trigger that (well the Tunnel defender as far as I saw)
CODE ;-------------------- MAP.INI CODE EDITED ---------------------- Object CarScrap ExperienceValue = 20 20 20 20 WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideWeapon End ReplaceModule ModuleTag_07 Behavior = FXListDie ModuleTag_07_Override ExemptStatus = IS_CARBOMB DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End End ReplaceModule ModuleTag_08 Behavior = CreateObjectDie ModuleTag_08_Override RequiredStatus = IS_CARBOMB DeathTypes = ALL -SPLATTED -FLOODED CreationList = OCL_BurnedCarHull End End AddModule ModuleTag_12_Override Behavior = FireWeaponWhenDeadBehavior ModuleTag_12 RequiredStatus = IS_CARBOMB DeathWeapon = SuicideCarBomb StartsActive = Yes End End End CODE ;-------------------- ORIGINAL CODE ----------------------
Object CarScrap ; *** ART Parameters *** SelectPortrait = SSTerroristCarBomb_L ButtonImage = SSTerroristCarBomb Draw = W3DModelDraw ModuleTag_01 ConditionState = NONE Model = CVScrpCar1 End End ; ***DESIGN parameters *** DisplayName = OBJECT:ScrapCar EditorSorting = VEHICLE TransportSlotCount = 3 ;how many "slots" we take in a transport (0 == not transportable) CrusherLevel = 1;What can I crush?: 1 = infantry, 2 = trees, 3 = vehicles CrushableLevel = 1;What am I?: 0 = for infantry, 1 = for trees, 2 = general vehicles CommandSet = CivilianCarBombCommandSet WeaponSet Conditions = None Weapon = PRIMARY None End WeaponSet Conditions = CARBOMB Weapon = PRIMARY SuicideCarBomb End ArmorSet Armor = TruckArmor DamageFX = CrushableCarDamageFX End ; *** AUDIO Parameters *** SoundMoveStart = CarMoveStart ; *** ENGINEERING Parameters *** KindOf = SELECTABLE CAN_ATTACK VEHICLE SHOW_PORTRAIT_WHEN_CONTROLLED RadarPriority = LOCAL_UNIT_ONLY Body = ActiveBody ModuleTag_02 MaxHealth = 100.0 InitialHealth = 100.0 End Behavior = DestroyDie ModuleTag_03 DeathTypes = ALL -CRUSHED -SPLATTED End Behavior = CrushDie ModuleTag_04 DeathTypes = NONE +CRUSHED +SPLATTED TotalCrushSound = CarAlarm BackEndCrushSound = CarAlarm FrontEndCrushSound = CarAlarm TotalCrushSoundPercent = 50 BackEndCrushSoundPercent = 50 FrontEndCrushSoundPercent = 50 End Behavior = SlowDeathBehavior ModuleTag_11 DeathTypes = NONE +CRUSHED +SPLATTED SinkDelay = 14000 SinkRate = 2; in Dist/Sec DestructionDelay = 20000 End Behavior = FXListDie ModuleTag_05 DeathTypes = NONE +CRUSHED +SPLATTED DeathFX = FX_CarCrush End Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -FLOODED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Behavior = AIUpdateInterface ModuleTag_09 End Locomotor = SET_NORMAL BasicCarLocomotor Locomotor = SET_WANDER WanderCarLocomotor Locomotor = SET_PANIC PanicCarLocomotor Behavior = PhysicsBehavior ModuleTag_10 Mass = 30.0 End Behavior = FlammableUpdate ModuleTag_21 AflameDuration = 5000 ; If I catch fire, I'll burn for this long... AflameDamageAmount = 5 ; taking this much damage... AflameDamageDelay = 500 ; this often. End Geometry = BOX GeometryIsSmall = Yes GeometryMajorRadius = 11.0 GeometryMinorRadius = 4.0 GeometryHeight = 7.0 Shadow = SHADOW_VOLUME End This post has been edited by Oliver: 8 Aug 2015, 20:50 |
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10 Aug 2015, 8:58
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#2
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Group: Project Leader Posts: 164 Joined: 25 March 2010 Member No.: 881 |
If i recall, the carbomb uses the "SUICIDED" death type and since it's not included on the exclude death type list, it triggers both or sometimes it screws up.
Try this: CODE Behavior = CreateObjectDie ModuleTag_06 DeathTypes = ALL -CRUSHED -SPLATTED -SUICIDED CreationList = OCL_GenericCarExplode End Behavior = FXListDie ModuleTag_07 DeathTypes = ALL -CRUSHED -SPLATTED -SUICIDED DeathFX = FX_GenericCarExplode End Behavior = CreateObjectDie ModuleTag_08 DeathTypes = NONE +SUICIDED CreationList = OCL_BurnedCarHull End Note: I also removed the 'flooded' death type since it's a left over of the dam breaking missions off vGen. This post has been edited by Kris: 10 Aug 2015, 8:59 -------------------- Sup guiyz
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10 Aug 2015, 12:34
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#3
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Group: Dev. Team Posts: 964 Joined: 15 August 2013 From: Portugal, Lisbon Member No.: 10072 |
Still doesn't fix it.. And it is always the same unit, tunnel defenders, that triggers that double fxlist
EDT: Rocket buggies do it aswell This post has been edited by Oliver: 10 Aug 2015, 19:18 |
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