Hey,
does anybody know if there is some way to "link" map fx (created via action markers) to objects, so that when the object gets destroyed/disappears the linked fx disappears too?
Is it maybe even possible to do the same with two objects? (lets say a regular object, that can get destroyed, linked with a sight blocker)
The reason Im asking this is, that im looking to create tank wrecks on my map, that behave like unit wrecks, i.e. create smoke and block LoS.
"Linking" objects and FX in Worldbuilder
31 Aug 2017, 18:33 PM
#1
Posts: 317
31 Aug 2017, 22:55 PM
#2
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Posts: 1467 | Subs: 4
Hey,
does anybody know if there is some way to "link" map fx (created via action markers) to objects, so that when the object gets destroyed/disappears the linked fx disappears too?
Is it maybe even possible to do the same with two objects? (lets say a regular object, that can get destroyed, linked with a sight blocker)
The reason Im asking this is, that im looking to create tank wrecks on my map, that behave like unit wrecks, i.e. create smoke and block LoS.
The tank wrecks you are using are incorrect for competitive play and shouldn't even be used, if this isn't the goal in mind then there is no way to remove them and still maintain an fx that disappears after the wreck itself it destroyed.
All wrecks should start with the "map object" in the entity title or they will all be salvageable leading to imbalance due to only certain factions being able to use them and providing a resource advantage due to it.
Linking FX to an object is a huge pain, and as far as I can remember it is completely bugged outside of scar editing, which requires code and a separate file in your map folder that (as far as I know) nobody knows how to use properly.
1 Sep 2017, 11:36 AM
#3
Posts: 317
The tank wrecks you are using are incorrect for competitive play and shouldn't even be used, if this isn't the goal in mind then there is no way to remove them and still maintain an fx that disappears after the wreck itself it destroyed.
All wrecks should start with the "map object" in the entity title or they will all be salvageable leading to imbalance due to only certain factions being able to use them and providing a resource advantage due to it.
Linking FX to an object is a huge pain, and as far as I can remember it is completely bugged outside of scar editing, which requires code and a separate file in your map folder that (as far as I know) nobody knows how to use properly.
Hey Tric, thank you for your reply. Yes, I am aware that lots of vehicle wrecks are salvageable, but in this case I am not concerned about that, because it is not my goal to create a competitive map.
And even if I was: Linking mapobject_wrecks to fx would still be something Id like to do.
So if I understand this correctly: You think that it is possible via Scar?
1 Sep 2017, 11:57 AM
#4
Posts: 317
Im going to assume (without having tried it), that you could probably link objects together, with various commands like
EGroup_IsEmpty(egroup_object1_name)
and
EGroup_DeSpawn(egroup_object2_name)
If EGroup_IsEmpty -> EGroup_DeSpawn
(as long as an Egroup is considered empty, once all of its objects get destroyed)
Im going to test some things, but I will probably fail at setting things up correctly. However, that is just for objects. Action Markers cannot be put into egroups or sgroups as far as I know?!
Edit: EGroup_IsEmpty() wouldnt work, maybe EGroup_CountAlive() or Entity_IsAlive()or something
EGroup_IsEmpty(egroup_object1_name)
and
EGroup_DeSpawn(egroup_object2_name)
If EGroup_IsEmpty -> EGroup_DeSpawn
(as long as an Egroup is considered empty, once all of its objects get destroyed)
Im going to test some things, but I will probably fail at setting things up correctly. However, that is just for objects. Action Markers cannot be put into egroups or sgroups as far as I know?!
Edit: EGroup_IsEmpty() wouldnt work, maybe EGroup_CountAlive() or Entity_IsAlive()or something
1 Sep 2017, 21:00 PM
#5
Posts: 317
Alright, I managed to link two objects together, so if one gets destroyed, the other one will too (either that, or despawn).
Now I will have to find a way to do the same with an actionmarker. Unfortunately, I cant seem to find any scar functions that deal with action markers
Now I will have to find a way to do the same with an actionmarker. Unfortunately, I cant seem to find any scar functions that deal with action markers
1 Sep 2017, 22:02 PM
#6
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Alright, I managed to link two objects together, so if one gets destroyed, the other one will too (either that, or despawn).
Now I will have to find a way to do the same with an actionmarker. Unfortunately, I cant seem to find any scar functions that deal with action markers
Never tried to have action markers or fx markers in an egroup, not sure what it would even do tbh.
You most likely have to connect them via the drop down. Instead of FX_orphan you would use something else, probably inherit?
1 Sep 2017, 22:19 PM
#7
Posts: 317
Never tried to have action markers or fx markers in an egroup, not sure what it would even do tbh.
As far as I know you cant put markers into egroups anyway.
You most likely have to connect them via the drop down. Instead of FX_orphan you would use something else, probably inherit?
I have tried fx_attach, but I dont fully understand the functionality. I dont know how to reference an object with it, and I think that youre not even supposed to. Which is odd, because there is an option which states "effect stops when the marker gets removed", yet there doesent seem to be any way to actually remove markers ingame.
2 Sep 2017, 09:13 AM
#8
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As far as I know you cant put markers into egroups anyway.
I have tried fx_attach, but I dont fully understand the functionality. I dont know how to reference an object with it, and I think that youre not even supposed to. Which is odd, because there is an option which states "effect stops when the marker gets removed", yet there doesent seem to be any way to actually remove markers ingame.
Just remember that half of the things in this version of the WB don't work similar to vcoh.
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