Explosion_Notes

There's some new values for you to play with:

DamageRadiusInner - objects inside this radius take full damage

DamageRadiusOuter - objects outside this radius take no damage

PushRadiusInner - objects inside this radius take full push

PushRadiusOuter - objects outside this radius take no push

ShakeRadiusInner - objects inside this radius take full shake

ShakeRadiusOuter - objects outide this radius take no shake

The effect declines linearly between inner and outer radius.

Damage effects are in for units. In the odf file, you should put three tags per effect you want (in this order):

DamageStartPercent = 50.0

DamageEffect = "smokeplume"

DamageAttachPoint = "hp_smoke_1"

the StartPercent is the % health below which the effect is on. The Effect is the name of the .fx file, and the AttachPoint is a hardpoint in the model where you want it to appear. If you don't want to specify a hardpoint and just have it attach to the base of the model, still include the tag but specify something like: DamageAttachPoint = "-"

In the case above, at 50% health it will start a smokeplume that's attached to hp_smoke_1. If the vehicle gets repaired above 50%, the effect will stop. All the effects stop when it dies.

All the effects happen below the percent value, but if for some reason you want a bottom value I can put that in (as in, below 50% but above 30%).

Right now you can have up to 4 damage effects per model. But if you want more I can change that too.

These effects work for anything that's a GameObject, which includes vehicles and buildings (turrets, gun towers), but also soldiers and units just in case you want to make them smoke...

I added in the lower stopping percent value. You now get four tags:

DamageStartPercent = 50.0

DamageStopPercent = 30.0

DamageEffect = "smokeplume"

DamageAttachPoint = "hp_smoke_1"

This effect will now be active from 50% down to 30% health, then it'll stop.

Ok one more tag for the damage effects. "DamageEffectScale" will apply a global scale to the effect when its rendered. A value of 1 is normal size, a value of 2 is twice as big, 0.5 is half size, etc...

Stick it right after DamageEffect:

DamageStartPercent = 50.0

DamageStopPercent = 30.0

DamageEffect = "vehicleflame"

DamageEffectScale = 5.0

DamageAttachPoint = "hp_smoke_1"

And one more tag. "DamageInheritVelocity" is the percent of the emitter's (vehicle's) velocity that is transferred to the particle when its created. A value of 0 (the default) does nothing, and is just like the way its been up until now. A value of 1 means that the particle will have whatever velocity it would normally be created with, plus the velocity of the vehicle.

DamageStartPercent = 50.0

DamageStopPercent = 30.0

DamageEffect = "vehicleflame"

DamageEffectScale = 5.0

DamageInheritVelocity = 0.75

DamageAttachPoint = "hp_smoke_1"

Also there is a new tag in the particle emitter (.fx) file that does the exact same thing, only that will change it for all instances of that effect (the above only sets it for that damage effect). Its called "InheritVelocityFactor" and should be under the Spawner section:

InheritVelocityFactor(0.50,0.75);