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Old 06-21-2012, 01:50 AM
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Nightingale Nightingale is offline
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Default Environmental Artillery

How does one set up artillery such as the one on Grain Elevator? What I mean by this is artillery which falls always and regardless of commander interactions.

As I intend to put this into a sewer map, I don't need animations of any sort to play; I just need the big rumbling effects and suppression to simulate the effects of having artillery shells constantly landing <10m away from your head while underground.

Psst. How's the TWI Wiki coming along? Is anyone still writing articles for it? The guide to setting up cover was informative and helpful, but I would certainly like to see more from the wiki on making maps for RO2.
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Old 06-21-2012, 01:56 AM
Blitzk.-Bob Blitzk.-Bob is online now
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I also would like to know how to set this "fake" artillery up.
But I need the whole effects

Thanks for asking Nightingale!
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Old 06-21-2012, 02:46 AM
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Quote:
Originally Posted by Nightingale View Post
How does one set up artillery such as the one on Grain Elevator? What I mean by this is artillery which falls always and regardless of commander interactions.

Well I rarely play this game so something may have been added that I'm not aware of, but are you sure the artillery you are referring to isn't just the sounds of artillery? (I have that in my map).

Just open up spartanovka and look for the large speaker icons (can't remember exactly what they are called without looking).

Psst. How's the TWI Wiki coming along? Is anyone still writing articles for it? The guide to setting up cover was informative and helpful, but I would certainly like to see more from the wiki on making maps for RO2.
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Originally Posted by Blitzk.-Bob View Post
But I need the whole effects
If you mean, how do I add artillery:

"There is a volume called the ROVolumeMapBounds. This volume is used, primarily, for positioning the Overhead maps. It is also used to drop artillery from. Ideally you are going to want to have the volume 7000UUs or more above the play area."
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Old 06-21-2012, 01:51 PM
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Hm, I don't remember Spartanovka too well, but I know for sure that on Grain Elevator there is artillery which is constantly falling on the grain elevator and if you are inside you suffer the suppression effects. I'll give Spartanovka a look today though and see if I find anything useful. Thanks, LordGleedo.

EDIT: D'oh, was looking at another thread and got you mixed up with Drecks. Fixed that.

Last edited by Nightingale; 06-22-2012 at 04:55 AM.
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Old 06-22-2012, 03:40 AM
Blitzk.-Bob Blitzk.-Bob is online now
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Thank for your answer LordGleedo.
But I think it's just the normal "real" arty.

What Nightingale and me is looking for, is the fake arty, like on GrainElevator.
Please let me know if you found it Nightingale.

Thanks!
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Old 06-22-2012, 05:06 AM
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Same here, I would also like to know how to put fake arty like on Grain Elevator.

Would it kill players?
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Old 06-22-2012, 08:09 AM
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I must be getting old but after all these hours playing RO2 I never noticed Grain Elevator had some kind of fake arty. Does that fall regularly through the game?

I guess the best bet is simply to open Grain Elevator and take a look at its kismet.
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Old 06-22-2012, 08:29 AM
Srinidhalaya Srinidhalaya is offline
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Quote:
Originally Posted by Coin-goD View Post
Same here, I would also like to know how to put fake arty like on Grain Elevator.

Would it kill players?
Im pretty sure I've been toasted by some env arty in mamayev Kurgen (sp?). I could be wrong though, these recent long hours spent in 3ds and SDK have really toasted my brain.
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Old 06-25-2012, 11:31 AM
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Quote:
Originally Posted by Le0 View Post
I guess the best bet is simply to open Grain Elevator and take a look at its kismet.
Thanks, I did that and got it quite working. I even saw that there is much more Arty in the level than I thought. There is surrounding artillery aswell.

There is a bunch of stuff about sound in GrainElevator that I did not add, but the sound is there anyways. I will have to look a little more just to be sure.
Red Orchestra 2 - Enviromental Artillery Test [Custom Map] - YouTube
I will try to make a diferent version for German Bombers (Carpet Bombing). Since I wanted to add that into my map. Probably the satchel explosion would look better for it.
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  This is the last developer post in this thread.   #10  
Old 06-25-2012, 01:22 PM
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Quote:
Originally Posted by Nightingale View Post
Psst. How's the TWI Wiki coming along? Is anyone still writing articles for it? The guide to setting up cover was informative and helpful, but I would certainly like to see more from the wiki on making maps for RO2.
http://wiki.tripwireinteractive.com/...ad/LevelDesign

I am feverishly trying to get as much content up as possible.
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  #11  
Old 06-25-2012, 02:56 PM
Drecks Drecks is online now
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I'm almost done addin similar artillry as Grainelevator.
Hope it works. I used a gate so it only drop once.

When it works I will share the info.
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Old 06-25-2012, 03:38 PM
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LordGleedo LordGleedo is offline
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In the grain elevator kismet for artillery, there is a node called "Activate Remote Event 'SND_Artillery_Impact'" (see attached image).

What is that? To try and get artificial arty working/tested in my map I have copied that kismet section in. All the sounds work just fine but no hit impacts. My node as above has a big red cross through it which I believe is why I am not seeing any impacts following the sounds......

Any thoughts?
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File Type: jpg snd_artillery_impact.jpg (11.8 KB, 27 views)
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  #13  
Old 06-25-2012, 03:50 PM
Drecks Drecks is online now
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Quote:
Originally Posted by LordGleedo View Post
In the grain elevator kismet for artillery, there is a node called "Activate Remote Event 'SND_Artillery_Impact'" (see attached image).

What is that? To try and get artificial arty working/tested in my map I have copied that kismet section in. All the sounds work just fine but no hit impacts. My node as above has a big red cross through it which I believe is why I am not seeing any impacts following the sounds......

Any thoughts?
I believe that one points to the SND_Grainelevator map.
Guess thats for the impact sound.

I have it set up like this. It starts when Axis capture Objective 2
You here the sound of distance arty but then no Kaboom....

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Old 06-25-2012, 04:15 PM
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Quote:
Originally Posted by LordGleedo View Post
In the grain elevator kismet for artillery, there is a node called "Activate Remote Event 'SND_Artillery_Impact'" (see attached image).

What is that? To try and get artificial arty working/tested in my map I have copied that kismet section in. All the sounds work just fine but no hit impacts. My node as above has a big red cross through it which I believe is why I am not seeing any impacts following the sounds......

Any thoughts?
I completly skipped that and works fine. (As in my video)
Here is my secuence:
http://i.imgur.com/xaVxa.png
Only the "Level Loaded" and the emitters are missing. (Not enough room in the pic)
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Old 06-25-2012, 04:43 PM
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Quote:
Originally Posted by Coin-goD View Post
I completly skipped that and works fine. (As in my video)
Here is my secuence:
http://i.imgur.com/xaVxa.png
Only the "Level Loaded" and the emitters are missing. (Not enough room in the pic)
Thanks. How do you create that 'environmental artillery' bool thingy?
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  #16  
Old 06-25-2012, 05:05 PM
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Quote:
Originally Posted by LordGleedo View Post
Thanks. How do you create that 'environmental artillery' bool thingy?
Just create a new boolean varaible. Set it to true.

On the Artillery sequence just add the Compare Bool to check if it's set to true before starting.

You can then turn the variable off anywhere in your sequences.
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  #17  
Old 06-26-2012, 07:11 AM
Drecks Drecks is online now
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It works....

Arty comes destroy the obstacles Axis can move on....

Last edited by Drecks; 06-26-2012 at 11:55 AM.
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  #18  
Old 07-24-2012, 03:07 AM
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Wait, can I get a recap here on exactly what is needed to spawn artillery shells? I've barely touched Kismet, and can't seem to get myself started with the explanations offered here.

What are the components of the artillery? Are the falling sounds, explosion death radii, and the suppression effects all part of the artillery animation, or are they separate parts that need to be triggered independently? How does environmental artillery differ from standard artillery?

How can I get certain nodes like "Spawn Artillery" into my Kismet? I've only been able to use them by copy and pasting from the stock RO2 maps.
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  #19  
Old 07-24-2012, 07:34 AM
Drecks Drecks is online now
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Quote:
Originally Posted by Nightingale View Post

How can I get certain nodes like "Spawn Artillery" into my Kismet? I've only been able to use them by copy and pasting from the stock RO2 maps.
You said you where able to use the artillery out of the stock map.
So you know whats needed. Iff you did copy it out of the stock maps
you'll must have noticed the firing sounds and incoming sounds and the explosion sound.

They are all in Kismet. in the correct order. You also need that artillery emitter.
By adding a delay node you can add some difference in time. Like they won't drop
all at the same moment. This adds more to a realistic feeling.

You can decide where and when en how many times you want it to drop.
Check Graineelevator for the Kismet as its most clear in that map.

I'm not at my own computer now but iff you want I will post my Kismet.
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  #20  
Old 07-25-2012, 12:07 PM
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Catalavos Catalavos is offline
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Just a few questions for clarification. I'd check these things out for myself but right now I'm stuck at work. I messed around with this for about an hour last night (with the Kismet copied directly from Grain Elevator) and I got a total of 2 rounds to fall despite placing 15 "emitter" locations and messing around with the delay timing. The 2 rounds only fell at the exact moment of the beginning of the round and I got no outgoing or explosion sounds and no more explosions after that.

-In the above kismet diagrams the "note" is connected in the "target" position of the "Play Sound" event. Does the placement of the "note" in the level denote the location from which the sound originates?

-How do you add the outgoing artillery sound to the note/play sound event? I don't remember seeing a slot in the properties where it could be added.

-Is it possible to use environmental artillery without a Bool or Gate and have it connected directly to the "Level Reset" if you only want it to fall on the first objective and/or same locations.

-Is the explosion sound for an artillery impact already part of the emitter or do you have to add it in yourself?

Thanks!
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