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Fire when low health

09-28-2003, 03:27 PM#1
Oinkerwinkle
How can one make particle emmiters turn on/off based on the health of a building?
09-28-2003, 04:45 PM#2
ChoboMapper
look into the event objects in the huamn steamtank thing
09-28-2003, 05:23 PM#3
Oinkerwinkle
I started by looking at MDLs, but they seem rather vauge there:
Code:
EventObject "FPTxFWR1" {
	ObjectId 58,
	EventTrack 9 {
		5033,
		5433,
		5767,
		6167,
		6567,
		7000,
		7400,
		7800,
		8167,
	}
}
Can anyone explain this?
09-28-2003, 05:40 PM#4
BL-Winter
I think these are the footprints (FPT = footprint)
09-28-2003, 05:50 PM#5
Oinkerwinkle
Hmm, probably. Here is one from the farm, which I am almost sure doesn't leave footprints.
Code:
EventObject "UBRxDHSB" {
	ObjectId 37,
	EventTrack 1 {
		70033,
	}
}
Would this be fire?

I'm guessing FPT is footprint and SND is sound, but I don't see what UBR could be.

Edit: Is it possible that it starts playing the death animation as health gets low? All the fire particle emmiters seem to turn on during then.
09-28-2003, 06:25 PM#6
BL-Winter
the particle emitters are for the explosion only, the fire is an extra model.

i think UBRxDHSB means that:

UBR = UnitBuRn

HSB = HumanSmallBuilding

but i'm not sure