Renegade Public Forums
C&C: Renegade --> Dying since 2003™, resurrected in 2024!
Home » Renegade Discussions » Mod Forum » Cinematics (Create_Explosion)
Cinematics (Create_Explosion) [message #372591] Wed, 18 February 2009 19:07 Go to next message
rrutk is currently offline  rrutk
Messages: 617
Registered: June 2007
Karma: 0
Colonel
ATM I'm making the cinematics for my airstrike.

Found at jonwills cinematic guide:

"Create_Explosion (creates an explosion at a bone). Parameters:
Explosion preset to create.
Slot number for the bone object.
Bone to create it at."

Possible, that Create_Explosion" doesnt work???

because, nothing happens, only the plane is following his waypath (i want to have a real explosion created at the place, where the airstrike calling beacon is):


;************************* NOD Airstrike ************************
; This is the NOD Airstrike with su8l1.w3d
;
;******************************************************************************* ********


; ****************************** Aircraft

-0 Create_Real_Object, 7, "CnC_Nod_Aircraft_Beta"
-0 Attach_Script, 7, "M01_Flyover_Generic_Script_JDG", "FUSELAGE"

; ****************************** Path

-0 Create_Object, 8, "airstrike"
-0 Play_Animation, 8, "airstrike.airstrike", 0
-0 Attach_To_Bone, 7, 8, "PLANE"

; ****************************** Explosion

-450 Create_Explosion, 8, "Explosion_Gunboat_Rocket", "Expl01"
-460 Create_Explosion, 8, "Explosion_Gunboat_Rocket", "Expl02"
-470 Create_Explosion, 8, "Explosion_Gunboat_Rocket", "Expl03"
-480 Create_Explosion, 8, "Explosion_NukeBeacon", "Expl00"
-490 Create_Explosion, 8, "Explosion_Gunboat_Rocket", "Expl04"
-500 Create_Explosion, 8, "Explosion_Gunboat_Rocket", "Expl05"
-510 Create_Explosion, 8, "Explosion_Gunboat_Rocket", "Expl06"

-1000 Destroy_Object, 7
-1000 Destroy_Object, 8


Re: Cinematics (Create_Explosion) [message #372617 is a reply to message #372591] Thu, 19 February 2009 06:01 Go to previous messageGo to next message
rrutk is currently offline  rrutk
Messages: 617
Registered: June 2007
Karma: 0
Colonel
or would this be better? but i still got no explosions.
gmax file attached.´

concerning the timeframe...is it detinated by the length of the main animation? mad it 400 frames. or is it independend? if so, how to determine the timecode/length?

PS: if I use e.g. a vehicle preset instead of the explosions, then it works.

PPS: some1 knows a script to make a vehicle fire its weapons?
base-Defence-scripts seem not to work, if i attach them to the preset in LE.


;************************* NOD Airstrike ************************
; This is the NOD Airstrike with su8l1.w3d
;
;******************************************************************************* ********


; ****************************** Aircraft

-0 Create_Real_Object, 7, "CnC_Nod_Aircraft_Beta"
-0 Attach_Script, 7, "M01_Flyover_Generic_Script_JDG", "FUSELAGE"

; ****************************** Path

-0 Create_Object, 8, "airstrike"
-0 Play_Animation, 8, "airstrike.airstrike", 0
-0 Attach_To_Bone, 7, 8, "PLANE"

; ****************************** Explosion

-205 Create_Real_Object, 9, "Explosion_Airstrike_Sub", 8, "EXPL01"
-205 Attach_To_Bone, 9, 8, "EXPL01"
-210 Create_Real_Object, 10, "Explosion_Airstrike_Sub", 8, "EXPL02"
-210 Attach_To_Bone, 10, 8, "EXPL02"
-215 Create_Real_Object, 11, "Explosion_Airstrike_Sub", 8, "EXPL03"
-215 Attach_To_Bone, 11, 8, "EXPL03"
-220 Create_Real_Object, 12, "Explosion_Airstrike_Main", 8, "EXPL00"
-220 Attach_To_Bone, 12, 8, "EXPL00"
-225 Create_Real_Object, 13, "Explosion_Airstrike_Sub", 8, "EXPL04"
-225 Attach_To_Bone, 13, 8, "EXPL04"
-230 Create_Real_Object, 14, "Explosion_Airstrike_Sub", 8, "EXPL05"
-230 Attach_To_Bone, 14, 8, "EXPL05"
-235 Create_Real_Object, 15, "Explosion_Airstrike_Sub", 8, "EXPL06"
-235 Attach_To_Bone, 15, 8, "EXPL06"

-400 Destroy_Object, 7
-400 Destroy_Object, 8
-400 Destroy_Object, 9
-400 Destroy_Object, 10
-400 Destroy_Object, 11
-400 Destroy_Object, 12
-400 Destroy_Object, 13
-400 Destroy_Object, 14
-400 Destroy_Object, 15








[Updated on: Thu, 19 February 2009 06:27]

Report message to a moderator

Re: Cinematics (Create_Explosion) [message #372636 is a reply to message #372591] Thu, 19 February 2009 11:17 Go to previous messageGo to next message
Slave is currently offline  Slave
Messages: 607
Registered: December 2006
Karma: 0
Colonel
This is what I once did.

Create an (invisible) object, script it to self destruct instantly.
Script it to set the explosion to your will.
Re: Cinematics (Create_Explosion) [message #372654 is a reply to message #372636] Thu, 19 February 2009 16:06 Go to previous messageGo to next message
rrutk is currently offline  rrutk
Messages: 617
Registered: June 2007
Karma: 0
Colonel
Slave wrote on Thu, 19 February 2009 12:17

This is what I once did.

Create an (invisible) object, script it to self destruct instantly.
Script it to set the explosion to your will.


uuhm, script to blow an object away with a determined explosion?

and....could send a destruction custom through the cinematic.
but how to get the beacons ID??? to send the custom to?
Re: Cinematics (Create_Explosion) [message #372749 is a reply to message #372591] Fri, 20 February 2009 10:48 Go to previous messageGo to next message
mrãçķz is currently offline  mrãçķz
Messages: 3069
Registered: August 2007
Karma: 0
General (3 Stars)
Permabanned for trying and failing DDoS
Make a Script in C++ to create Explosions + Damage, thats how i did it on my old code
Re: Cinematics (Create_Explosion) [message #372762 is a reply to message #372749] Fri, 20 February 2009 12:09 Go to previous message
rrutk is currently offline  rrutk
Messages: 617
Registered: June 2007
Karma: 0
Colonel
found a good solution now for my airstrike with beacons. its a nice big bang Smile

but a lot of the cinematic stuff didnt worked...dont know why.

[Updated on: Fri, 20 February 2009 12:09]

Report message to a moderator

Previous Topic: Script for aircrafts needed...
Next Topic: Whats wrong with that HUD icon?
Goto Forum:
  


Current Time: Mon Dec 23 14:14:00 MST 2024

Total time taken to generate the page: 0.00804 seconds