Modding maps with fences

3 years 6 months ago - 3 years 6 months ago #1 by Nikita
Modding maps with fences was created by Nikita
Question for modders :


Having a kind of solo training session on Burgundy 1, i met again with that switch for wich, since i play H&D2, i never found any functionality. I always though that it's a power switch and it gave me an idea. Don't know, perhaps it's Sci-Fi but it costs nothing to post about it :



The idea is to see if it would be possible to mod the fences by "electrifying" them as to make them lethal on contact, in the same way that we can be hurt and killed when crossing campfires. Basically, the idea would be to "recover" the damage function of the campfires and "graft" it onto the fences with a possibility of on/off via a trigger, similar as the on/off function of the switch that trigs the lighthouse on Normandy 1.

If it works, i.e. if we really can mod the fences this way on any map, then perhaps the trigger could be anything, not necessarily a switch as this one but even an alerted enemy ? The final goal is both to create additional difficulties and increase realism a bit. I'm an eternal noob on modding so i don't know if it's possible but what d'you think about it ?
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3 years 6 months ago #2 by ProSabre
Replied by ProSabre on topic Modding maps with fences
The switch is to sound the alarm.

It can be used to turn on / off items.

No electric fence model that i know off.

Maybe could do a on death script, if you touch the fence with a added delay and time out. with auto feature.
It could turn on effetely and off with time separation.

I don't know how to script well. but i guess maybe need a dummies def.

The fence is not a good model to use either. It is bad. On shoot the model swings to the left out of position even with a added def. And some over wooden fences do the same too, Burma ones.
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3 years 6 months ago - 3 years 4 months ago #3 by WANGER
Replied by WANGER on topic Modding maps with fences
Not sure but in theory : there is the first version of blitz if you pick up enemy weapon , you will die so what if add this script if you try cut the fence and boom. You die by "electricaly"
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3 years 6 months ago #4 by WANGER
Replied by WANGER on topic Modding maps with fences
Btw about the swing out and destroyable if i remember its only client side if you do it if other player do it nothing happen
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3 years 6 months ago - 3 years 6 months ago #5 by Stern
Replied by Stern on topic Modding maps with fences
Electric fence idea is good !
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WANGER wrote: Not sure but in theory : there is the first version of blitz if you pick up enemy weapon , you will die so what if add this script if you try cut the fence and boom. You die by "electricaly"

This is what I was testing !! :)
Its 3. version
1. version was Blitz without tanks
2. version BlitsB (mission fails if enemy weapon is used by player)
3. version BlitzB2 (game kills player who picked up enemy weapon)
Version found in cmp1.9 is 4. (1. version + panther tanks)

There was some fences i set under ground level to make them disappear...
So i set one of them up again and attached script to it:
(i dont have 3ds max to get other fences XYZ placement )
frame fence51;		FRM_FIndFrame(fence51,"fence51");

Whenever CloseToFence (_PlayerInRange(2))  //check if player is close
{
MakeExplosion(fence51, 5760000, 100000);    //make explosion
SetWhenever(CloseToFence,1);    //reset to be used again
}

Explosion kills player.



Maybe there s way to scale this explosion to only hurt player
barbed wire effect would be great or fire effect to just make damage to player.

And the way i did it every fence piece needs own script...maybe thers way to make it simple...:undecided:

Other way might be to create dummy object that accommodates the line of fence, then detect if player is close but does the explosion support long area ?

The one who hesitates is lost !
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3 years 6 months ago - 3 years 6 months ago #6 by snowman
Replied by snowman on topic Modding maps with fences
The dumbest solution in my opinion is to have some kind of array of all fence frames that
are to be electrified and also if their power source is On/Off, then you could loop that array.
If it possible this can also be implemented using the "switch cases" known in programming
and we can set the default as "no electricity powers the fence so it's a normal fence" :tooth:

Stern and Ted are the experts!

Edit: Stern's idea: "create dummy object that accommodates the line of fence" :gj:

"Straight and narrow is the path."
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