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Double FX triggering on death
Oliver
post 8 Aug 2015, 20:36
Post #1



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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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MyDude25
post 10 Aug 2015, 8:58
Post #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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Oliver
post 10 Aug 2015, 12:34
Post #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 shit.gif

This post has been edited by Oliver: 10 Aug 2015, 19:18
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