SWBFGamers

Modding for the Original SWBF1 and SWBF2 => SWBF1 Modding => Topic started by: Phobos on June 03, 2013, 05:37:00 PM

Title: classlabel specific death regions
Post by: Phobos on June 03, 2013, 05:37:00 PM
what i am wondering is if it's possible to create a death region in zeroeditor that 'filters out' certain unit types. for example a classlabel "pilot" unit would be exempt from dying but other units die in the region. is this sort of filtration possible?

i know the log traps on endor kill walker type vehicles, not units. so maybe this code could be modified to kill only certain types of infantry.
Title: Re: classlabel specific death regions
Post by: Dark_Phantom on June 03, 2013, 06:39:18 PM
I've been looking into this (traps), and I'm surprised that more people don't try to use them.  The problem with just looking at the odf is that it is vague with what it does (mostly animation stuff and teams).  It may be hard-coded, but I think a test on a planet other than Endor (and possibly a different trap) is needed.
Here they are for everyone (in case you don't want to pull out your mod tools):
end_weap_tripwire.odf
[GameObjectClass]

ClassLabel = "trap"
GeometryName = "end_weap_tripwire.msh"


[Properties]
GeometryName = "end_weap_tripwire"
UnbuiltGeometryName = "end_weap_tripwire"
DestroyedGeometryName = "end_weap_tripwire"
TriggerCollision = "1"
RayTriggerWidth = "4.7"
RayTriggerMinSpeed = "20.0"
DeathOnCollision = "1"
HideUnbuiltModel = "1"

AnimationName = "end_weap_tripwire"
TriggerAnimation = "trigger"
BuildAnimation = "idle"
BuildPoint = "hp_active"
BuildModelOdf = "com_prop_buildzone"
TriggerTeam = "imp"
ResetTeam = "all"

MaxHealth = 1000.0


end_weap_treesmash.odf
[GameObjectClass]

ClassLabel = "trap"
GeometryName = "end_weap_treesmash.msh"


[Properties]
GeometryName = "end_weap_treesmash"
UnbuiltGeometryName = "end_weap_treesmash"
DestroyedGeometryName = "end_weap_treesmash"
BuiltCollision = "1"
UnbuiltHoloOdf = "com_holo_trap"

AnimationName = "end_weap_treesmash"
TriggerAnimation = "trigger"
BuildAnimation = "reset"
BuildPoint = "hp_active"
BuildModelOdf = "com_prop_buildzone"
TriggerTeam = "imp"
ResetTeam = "all"
MinEnemyRadius = 4.0
DeathTime = 0.666
DeathEffect = "explosion"
DeathEffectOffset = "0.0 7.5 0.0"
//iggerSound        = "end_weap_treetrap"

MaxHealth = 1000.0


For just filtering out classlabels, not sure how that would work.  :blink:
Title: Re: classlabel specific death regions
Post by: Phobos on June 03, 2013, 07:17:09 PM
What are the 3 radius values for DeathEffectOffset?
Title: Re: classlabel specific death regions
Post by: Sereja on June 03, 2013, 11:10:10 PM
Filtering unit types is possible, but it depends, not by type names, but by health types. For example, if you set your pilots health, as "animal" (or some other type, wich no used in your map), you can set your damage regions (not death regions) trigger, on exactly this health type.

Unfortunately, just like doors, can be triggerd, only by infantry, seems traps, can be triggered only by vehicles :(.
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