chiel_mic 0 Posted July 10, 2004 Share Posted July 10, 2004 Hey people, I was making a mission lately, and was trying to script in a nice artillery barrage I got all the timing figured out, so it wasn't just like all grenades falling alltogether, but it takes some time (12 second barrage) it uses like 27 effects. I used this effect from the effects list on this forum: EXPLOSION_LARGE_DIRT now in there, it said: "Types that work without settings" so I figured it wouldn't need any other settings at all, so I only used the EXPLOSION_LARGE_DIRT effect. But now, I only get white spheres in the mission, with no sounds or anything, just white balls where these explosions are taking place. NOW, my question is: what am I doing wrong?? is there something I'm forgetting to do? well hope you guys can give me a good answer Mic ohw also, do actors die as a result of explosion effects? Quote Link to post Share on other sites
el nino foxhound 0 Posted July 10, 2004 Share Posted July 10, 2004 Hi. There are a lot of effect as this one is one of them. I noticed same prob as you have as others did too . Often you will see an effect which wasnt what you expected. Just try other effects until you find what looks nice. For examply the general_type14(x)(y) makes a nice explosion. If you change the Y it becomes larger. Or use for example general_type05, it gives you a nice debris effect. For explosion sounds you could check your sounds folders in origmiss, MP1 and MP2. If you want to kill any actor close to the incoming nade use the damage(x)(y) effect. Y is delay for the actor to die and x is the range within the explosion an actor will die (0=3m 1=6m 2=12m) BTW war of infamy uses a very good sound of in incoming shell. ASK the creators of war of infamy if you may use that sound first. If you found all things you liked its just a matter of getting timing right. Quote Link to post Share on other sites
chiel_mic 0 Posted July 10, 2004 Author Share Posted July 10, 2004 OK thanks, I will try this again. Actually, I was making this mission for a mission pack for WOIMP I just ran through their artillery sounds, and found 2 or 3 usefull ones now I am going to see whether I can make this work, I think nothing would be better than seeing a barrage of artillery come in 40 meters in front of you Quote Link to post Share on other sites
chiel_mic 0 Posted July 10, 2004 Author Share Posted July 10, 2004 hmm the first one general_type14 really creates a fire, which I don't want, I just want to make a barrage, and those fires popping up don't really make it realistic The second one general_type05 creates real debris, but STONES or parts of buildings kind of debris, while my mission is in out in the open Is there anyone else with suggestions for a good explosion type?? or will I have to scan through all the effects myself Quote Link to post Share on other sites
Chems 0 Posted July 10, 2004 Share Posted July 10, 2004 Im no mission scripter, but I know there are lots of good effects, they are: (regular fire, best type of fire to use) ^fire_small_type1 ^fire_medium_type1 ^fire_large_type1 (brighter fire) ^fire_small_type2 ^fire_medium_type2 ^fire_large_type2 (swirly fire) ^fire_small_type3 ^fire_medium_type3 ^fire_large_type3 (black smoke) ^smoke_small_type1 ^smoke_medium_type1 ^smoke_large_type1 (gray/white smoke) ^smoke_small_type2 ^smoke_medium_type2 ^smoke_large_type2 (cloud/mist smoke higher poly count) ^smoke_small_type3 ^smoke_medium_type3 ^smoke_large_type3 ^general_type01 - tank dust ^general_type02 - AT4 rocket smoke ^general_type03 - none ^general_type04 - fireplace fire ^general_type05 - explosion cloud (black) ^general_type06 - AT4 back blast ^general_type07 - shockwave ^general_type08 - AT4 back blast mist ^general_type09 - explosion blast (small debris) ^general_type10 - debris (polygons) ^general_type11 - 20 Billboard Objects (do not use) ^general_type21 - fiery explosion ^general_type22 - none ^general_type23 - spark ^general_type24 - spark 2 (auto gravity) ^general_type25 - foliage debris ^general_type26 - water ^general_type27 - gas fire ^general_type28 - water explosion ^general_type29 - water explosion ring ^general_type30 - rubble (stone) ^general_type31 - rain hit ^general_type32 - random tracers ^general_type33 - fire (smallest) ^general_type34 - flash explosion ^general_type35 - fire (tiny) ^general_type36 - smoke (smallest) ^general_type37 - fire sparks ^general_type38 - spark explosion ^general_type39 - out of control fire ^general_type40 - water foam (long length) ^general_type41 - rock explosion ^general_type42 - cold breath effect ^general_type43 - napalm ^general_type44 - low smoke ^general_type45 - tank muzzle flash ^general_type46 - spot light debris ^general_type47 - pipe fire ^general_type48 - none ^general_type49 - feathers ^general_type50 - squirrel Not all of these will work as IGOR effects of course, but quite a few should. ^general_type25 - foliage debris sounds about what you want. Just as another thought, say if you have a hotwizer (sp?) is there on in WOI think there is, and you made beer cans as vcls, and gave them alpha channels and placed them around were you want the firing to be, then used the target vcl command and had the hotwizers fire it would create a very real effect with shell sounds and the right type of expolisions and all. Just a thought, Im sure your way is better thou. Good look. Quote Link to post Share on other sites
chiel_mic 0 Posted July 10, 2004 Author Share Posted July 10, 2004 damn that general_type25 one doesn't work well, I'll better start trying other effects, I guess, guess I'll have to settle for a smoke one.... also going to figure out how to KILL actors/vehicles using the barrage and it's effects Quote Link to post Share on other sites
Chems 0 Posted July 10, 2004 Share Posted July 10, 2004 Using the damage effect kills vcls and actors nearby or how ever close you do it. I once made a mission were you blew up a petrol pump, that was a nice expolosion indeedy. Quote Link to post Share on other sites
chiel_mic 0 Posted July 10, 2004 Author Share Posted July 10, 2004 Damage effects????? I haven't seen damage effects listed anywhere Quote Link to post Share on other sites
el nino foxhound 0 Posted July 10, 2004 Share Posted July 10, 2004 (edited) If you want to kill any actor close to the incoming nade use the damage(x)(y) effect. Y is delay for the actor to die and x is the range within the explosion an actor will die (0=3m 1=6m 2=12m) This means in effect typ you put it in as damage(0)(1) The number I use is just an example. BTW I didnt tell you to use the one I gave you it was just an example. And yes, just try the effect and note what exactly happens so you do it only once. Edited July 10, 2004 by el nino foxhound Quote Link to post Share on other sites
zeroalpha 0 Posted July 10, 2004 Share Posted July 10, 2004 try this mission out see if it helps mission with mortar and air strikes Quote Link to post Share on other sites
chiel_mic 0 Posted July 11, 2004 Author Share Posted July 11, 2004 ehhh...... for some reason. most effects in that mission are 'uninitialized' the others are damage effects I think Quote Link to post Share on other sites
el nino foxhound 0 Posted July 11, 2004 Share Posted July 11, 2004 I downloaded the mission too and I played it and opened it in IGOR. If you play the mission you will see large explosions(general_type14) at the north side of the camp, damage effects, smoke effects and debris effects. Play the mission and remember what happens to the west side of the camp, open IGOR and look at the west side of the camp. There are the effects placed for the artillery. Those he used. general_type10---->for debris general_type09---->for smoke SMOKE_LARGE_TYPE2(0)(8)--->some more smoke effects. And some more, look at it. The way this guy did it is the way you want it to look like I think. Goodluck Quote Link to post Share on other sites
chiel_mic 0 Posted July 11, 2004 Author Share Posted July 11, 2004 (edited) I already got to using general_type10 but that adding of smoke really gives it a more realistic feeling, it does require a hell of a lot of scripting tho but then again, It ain't no pleasure, without a 1.50 treasure Thanks a lot for helping me out here guys!!! Mic Edited July 11, 2004 by chiel_mic Quote Link to post Share on other sites
zeroalpha 0 Posted July 11, 2004 Share Posted July 11, 2004 no problem the scripting can be reduced if you want, I wanted different "fire control orders" for each bombardment so it became long winded. any more questions, feel free to ask Quote Link to post Share on other sites
chiel_mic 0 Posted July 11, 2004 Author Share Posted July 11, 2004 still, with timing the sounds and making a good barrage, eg not all grenades falling all at the same time, it still makes for a lot of scripting, especially since you have 4 effects per (visible) impact Quote Link to post Share on other sites
DonMiguel 11 Posted July 11, 2004 Share Posted July 11, 2004 it might look good, but do watch for FPS impact. If you have a nice system then you might not notice that all the smoke, fire, debris, enemies, vehicles, ect are killing gameplay. I'd have someone with lower specs double check it just to see what kind of system kill you should expect. Quote Link to post Share on other sites
zeroalpha 0 Posted July 11, 2004 Share Posted July 11, 2004 it might look good, but do watch for FPS impact. If you have a nice system then you might not notice that all the smoke, fire, debris, enemies, vehicles, ect are killing gameplay. I'd have someone with lower specs double check it just to see what kind of system kill you should expect. has done ok on line with multiple players, let me know how you get on with it Quote Link to post Share on other sites
chiel_mic 0 Posted July 12, 2004 Author Share Posted July 12, 2004 yeah good point there, will check how it turns out on lower systems. Quote Link to post Share on other sites
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