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Author Topic: AIRSHIP  (Read 4672 times)
TX-Kingsnake
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« on: September 10, 2004, 02:41:46 pm »

The airship map is almost ready for another beta release. I'm wondering how to use a 'trigger use' by pushing the f button to drop the water balast using the dam waterfall fx. Any ideas?





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« Reply #1 on: September 10, 2004, 07:36:37 pm »

Aside from activating the fx, I have most of the fx in place except for this very strange thing. I scripted the mist and water fx fine. The last 2 lines are where I'm trying to make the waterfall fx. Instead of a waterfall I get a line of fiery hexagons that shoots about like a wild fire hose.  
quote:
main(){   level._effect["mistwall"] = loadfx ("fx/water/mist_wall.efx");   maps\mp\_fx::loopfx("mistwall", (-3000, 500, 0), 0.9);   level._effect["froth"] = loadfx ("fx/water/dam_froth.efx");   maps\mp\_fx::loopfx("froth", (-3001, 501, 0), 0.5);   level._effect["waterwall"] = loadfx ("fx/atmoshpere/waterfall.efx");   maps\mp\_fx::loopfx("waterwall", (-3002, 502, 10), 0.9);}
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« Reply #2 on: September 10, 2004, 09:01:12 pm »

...Kingsnake, looking at the two pics you posted of the ship w/the Ju-87's flying by...is the turbulence below the Airship caused by the ballast being released or by the planes? I see the orange/fire looking hexagons you are referring to but am curious if they are causing the effect on the surface of the water...TX-Cuda
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TX-Kingsnake
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« Reply #3 on: September 11, 2004, 03:19:50 am »

Thanks, I fixed the spelling error and modified one of the efx files to make the water ballast. I saw the flaming hexagons each time I screwed up on the effects. Now everything seems to be in order with sounds and visuals. It would be nice to drain the water ballast tanks from the gondola controls. That is what I really would like help with.Here is the gsc file.    
quote:
main(){   level._effect["mistwall"] = loadfx ("fx/water/mist_wall.efx");   maps\mp\_fx::loopfx("mistwall", (-3670, 1400, 0), 0.9);   level._effect["froth"] = loadfx ("fx/water/dam_froth.efx");   maps\mp\_fx::loopfx("froth", (-3770, 1400, 0), 0.5);   level._effect["waterwall"] = loadfx ("fx/atmosphere/waterfall2.efx");   maps\mp\_fx::loopfx("waterwall", (-3602, 1410, 710), .2);   maps\mp\_fx::loopfx("waterwall", (-3702, 1400, 720), .3);   maps\mp\_fx::loopfx("waterwall", (-3602, 1405, 730), .7);}
here is the modified efx for the balast water
quote:
Tail{   flags            useAlpha   count            1 3   life            1000   velocity         -254 0 0   rgb   {      flags         linear   }   alpha   {      end            0      flags         linear   }   size   {      start         500      end            525 520      flags         linear   }   length   {      end            -822      flags         linear   }   shaders   [      gfx/effects/misc/snowsheet1      gfx/effects/misc/watersheet1   ]}
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« Reply #4 on: September 11, 2004, 11:40:22 am »

...very good Kingsnake. I see you added my old fishing boat to the file! Just need to add me with my Tuna Stick sitting in a chair on the back deck and your done! Seriously, wish I could help on this project but I have no idea how the triggers work for what you are trying to do here...TX-Cuda
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