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Battlefield Modding Tutorials BFMODS • View topic - Working solution to AP Mine

Battlefield Modding Tutorials BFMODS

Battlefield Modding Tutorials
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PostPosted: Fri Aug 21, 2009 5:45 pm 
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PostPosted: Sat Aug 22, 2009 1:42 am 
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Ya Senshi thats exactly what i was thinking of to make something like Apaches tv. Only issue i see is that ... for instance "ObjectTemplate.create SpriteParticle Fx_ExplGas" ... would be a 2D effect, right? Is it possible to stick an effect to a wall like a static poster so that it looks 3D from all angles? Or is it just going to be a square that stays as a square in your view.

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PostPosted: Sat Aug 22, 2009 9:51 am 
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If you use a sprite particle it always will face the viewer, meaning it would rotate.

But I doubt it's possible to detach this function off effects, as no other "ObjectTemplate" has the ObjectTemplate.texture line to attach a texture directly. It exclusively appears in Sprite Particles :( . At least according to MDT.

Only one line of code I'm uncertain about:
ObjectTemplate.TurnsInMovingDirection

Is a sprite particle usable command. But I'm unsure what it does exactly. Does it really change the facing of the 2D texture? I doubt it, but might be worth a shot.

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PostPosted: Sat Aug 22, 2009 4:11 pm 
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Would a SpriteParticle work with only one frame? I'm want to make the headlight objects on my night maps always face the camera but when trying them as treeMesh sprites....didn't work out right. They would face the camera for a bit but once you go off center for more then 5 degrees they suddenly disappear....

As for the turns in moving direction....I'm thinking it has to do with how the sprite animates according to the direction your "moving". It may only be intended for the object the sprite is part of and not the external viewer in this case. Perhaps for example it rotates foward if a vehicle that has this moves foward, and it turns sideways if the vehicle gets moved sideways....

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PostPosted: Sat Aug 22, 2009 5:48 pm 
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Of course it would work only with one frame, animated particles are an exception, most of them are "oneframed".

There is only one problem. AFAIK you can't attach the spriteparticle to another object. You emit it, and then it acts independent from the emitter, according to how you set it. And you only can set initial position, initial speed, gravity to influence moving and positioning.

Thus it would work for e.g. streetlamps or stationary lights, but probably not for moving vehicles (or only glitchy - specially for fast vehicles -
and with noticeable perfomance impact: you would have to make the emitter looping with a huge intensity, making sure there are many particles generated per second, then give the particles ultra short TTL (e.g. 0.01).

That probably would work and look quite good too, but I'm pretty sure it'll cost you some FPS (but who knows, maybe not...don't know how much the emitter itself impacts perfomance).

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PostPosted: Sun Aug 23, 2009 1:26 am 
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PostPosted: Sun Aug 23, 2009 1:31 am 
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PostPosted: Sun Aug 23, 2009 2:41 am 
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Well, it would be nice to have everything contained within a map .rfa instead of having to build a mod.

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