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#21
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Hope this helps. I want artillery coming in after Axis capture objective B.
Which is by some people impossible to do, but thats a different thread. When Axis capture be the Artillery gets activated to simulate Axis drop arty to clear obstacles to the factory. I used a gate as objective B can be recaptured and I dont want artillery to fall again when Axis capture it again. I used some photoshop so I could highlight all the play sounds and the sounds they play. The highlighted play sounds have an arrow to what sound they play. I don't know iff its the proper way but it works for me. Hope this helps.
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#22
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This is so incredibly helpful! Thanks, Drecks!
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...no, no, you've got the wrong map there, this is Stalingrad...You wouldn't have had much fun in Stalingrad, would you... |
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#23
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What Catalavos said. Thanks for taking the time to put that together.
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#24
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I followed Drecks' model and now I have the meanest opening artillery barrage I've ever seen!
If you want the arty to fall for a certain amount of time, you can loop it like this, shown in green. To set the duration, you can change the AutoCloseCount on the gate and it will allow as many cycles as you want before closing the gate (thereby stopping the arty). Mine is set to 10 cycles and it drops "environmental arty" for about 30 seconds. There's probably a better way to do this but it worked for me. One more question-can the "environmental arty" be set to actually blow anything up? I tried putting some destructible meshes under it but they didn't blow up.
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...no, no, you've got the wrong map there, this is Stalingrad...You wouldn't have had much fun in Stalingrad, would you... |
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#25
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Just a thought but you could set the item to play an fx for the explosion and then replace the model with the destroyed version. You would have to time all of this out in Kismet but you could get the desired effect.
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#26
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I thought of something like that but my idea is a little more complicated. I want to have environ. arty randomly destroy tank obsticles so that there would be different paths to an objective each time the map is played (within reason).
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...no, no, you've got the wrong map there, this is Stalingrad...You wouldn't have had much fun in Stalingrad, would you... |
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#27
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What tubby said should still work.
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#28
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I have similar situation. With the artillery falling the obstacles are removed. You could choose to let them replace by destroyed.
I will post the kismet set up later today. |
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#29
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This worked. I just added a Destroy node and hooked it up to a destructible mesh.
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...no, no, you've got the wrong map there, this is Stalingrad...You wouldn't have had much fun in Stalingrad, would you... |
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#30
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hey guys,
ähm i got a question. maybe i need to search a bit better. but i work on a plane attack (bombs and maybe MG). the most stuff i've done with matinee and works perfect. how can i create a "death" zone for the players, if the get hit by the bomb or the mg? any idea? edit: i added a RoDamageOtherVolume. Damag Scale is still by 1. Damage Type is setup to Arty. Setup the damage time over kismet and matinee. It should only makes damage when the bomb falls down. but nothing happens atm. two things iam unsure 1. did i setup a victim actor? or is it enough, if i enable "Process All Actors" in Volume (Properties of the damage volume). 2. when i setup the damage time in matinee, is it okay if setup up the toggle to "on" and "off"? edit 2: ![]() i tried a trigger volume and "take damage" in kismet. but no effect :/ (green cylinder is trigger and the purple one is the rodamageothervolume) edit 3: looks like this: Red Orechstra 2 - Climb Up - Stuka Alpha Test - YouTube Last edited by Spaehling; 10-04-2012 at 09:30 AM. |
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#31
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Awwww yeah!!! Awesome work Sphaeling, I'll keep my eye open for a fix....
EDIT: Try using a PhysicsVolume, set bPainCausing to True, give it your desired DamagePerSec and PainInterval, then toggle it on and off with a Toggle kismet action, using your trigger.
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Stay Calm, Beard On. Last edited by Srinidhalaya; 10-05-2012 at 10:10 AM. |
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#32
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Great stuff. I like the search for new stuff.
You could try a modify health in Kismet. New action ---> actor ---> modify health. Last edited by Drecks; 10-05-2012 at 11:04 AM. |
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#33
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Very cool stuff Spaehling, keep it up.. that's just awesome!
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#34
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thx guys
i try to keep up. but sometimes....everbody know what i mean .i tested both things. both a nice ideas, but didnt work. i think i do something wrong. i post some screenshots later. |
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#35
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Wow, pretty scary to see that coming right at you in fullscreen
. Very nice job on the Stuka siren sound and all the rest of course.
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#36
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Quote:
![]() Fantastic work Spaehling! ![]() ![]()
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#37
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And although some might say that it is not a really big feature or addition, in my opinion these atmospheric details are the reason why many people (me included
) love this game!If you don't understand the sense of my post i will tell you... FINISH THIS!!!11
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#38
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hey guys, thanks for your posts. the bomb explosion works now.
a combination of "Modify Health" and some tipps i get from Danh and Winterwald's Kismet. and thanks drecks! thanks Srinidhalaya too, i think your way works too, but i didn't found out how. Now it works without any trigger and volumes. now its on to setup up more planes and more ways. i plan: 1x Plane - 0-16 Players 2x Plane - 16-32 Players 3x Plane - 32-64 Players but still some other small stuff to do like the sounds. but i will start beta tests soon
Last edited by Spaehling; 10-08-2012 at 05:32 PM. |
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#39
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Quote:
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#40
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i had a nice talk to Srinidhalaya today. he helped me with some important stuff.
i plan the plane(s) coming after the first 3 capzones. and every plane has 3 more ways for a random way. in the end every plane has 3 possibilities to come down. but Srinidhalaya talked today about a trigger for the commander. it would come down to the same way, like my way. but the commander can set the time and not after the cap. i check that out tomorrow.
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