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AbandonedCashew

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How does Ricochet create the explosion upon scoring?

23 posts in this topic

I found this in Assault...

          <E type="Action" name="CreateObject">            <Param type="ObjectTypeIndex">odd_confetti</Param>            <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject2" />            <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject0" />            <Param type="ObjectFilterIndex">NONE</Param>            <Param type="CreateObjectFlags">0</Param>            <Param type="Point3d" />            <Param type="NameIndex">NONE</Param>          </E>

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I found this in Assault...

          <E type="Action" name="CreateObject">            <Param type="ObjectTypeIndex">odd_confetti</Param>            <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject2" />            <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject0" />            <Param type="ObjectFilterIndex">NONE</Param>            <Param type="CreateObjectFlags">0</Param>            <Param type="Point3d" />            <Param type="NameIndex">NONE</Param>          </E>

 

Doesn't do anything related to an explosion, actually appears to do nothing if placed without a purpose...

Edited by AbandonedCashew

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No instance of koth_explosion in Ricochet. What that is is in Machinima and Assault and causes damage, not existent in Ricochet however...

For some odd reason I think that it's hard-coded but I doubt it. Any thoughts?

Edited by AbandonedCashew

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No instance of koth_explosion in Ricochet. What that is is in Machinima and Assault and causes damage, not existent in Ricochet however...

For some odd reason I think that it's hard-coded but I doubt it. Any thoughts?

odd_confetti is also an explosion, just milder & less painful. That is why they use it in Richochet. 

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Can you show me syntax for creating it upon a timer's completion? I am creating it as a global object when a timer = 1, but nothing happens.

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Can't believe I missed that, you don't seem to have it referenced in ObjectReferences though, not sure if it matters. Anywho I tried it and it never seemed to run, here is the wumboscript if anyone cares to take a look:

 

             if timer_is_zero(current_object0.timer0and current_object0.team != current_player0.team {
                spawned_object = spawn_object(object_types.koth_explosion, current_object0, none00none)
                global.object2 = spawn_object(object_types.odd_confetti, global.object0none00none)
                destroy_object(spawned_object, false)
                delete_object(weapon)
                delete_object(current_object0)
                current_player0.team.score = game.score_limit
            }

 

So it might matter that in the same tick it ends the round (forced by that last line), but ricochet does it so I don't know why this is working.

Edited by AbandonedCashew

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Megalo stops firing as soon the round ends. Print a message to the killfeed to see if it's being executed.

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Megalo stops firing as soon the round ends. Print a message to the killfeed to see if it's being executed.

It is, everything is running through correctly except creating the explosion.

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It is, everything is running through correctly except creating the explosion.

maybe try changing the explosion you are using? If using odd_confetti, change it to koth_explosion. If koth_explosion, change it to confetti. I know I used same set-up as machinima did for my little lightning fun, but also changed its placement & etc in the create object field so I'd have lightning on the flag itself. So, its confusing to do but go look at my set-up on that & it might help you. I can't give as I deleted everything on my computer with halo, I'm kinda done with it. 

 

Lightning flag is in my FS. 

Edited by Cosmic lightning

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I've had a lot of trouble spawning two effects on top of each other. I would suggest for simplicity's sake you drop koth_explosion entirely. The odd_confetti effect also has an EMP if that's what you're going for.

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I've had a lot of trouble spawning two effects on top of each other. I would suggest for simplicity's sake you drop koth_explosion entirely. The odd_confetti effect also has an EMP if that's what you're going for.

I probably worded it wrong, what I meant to tell him was to try one or the other to see what is working, but doing two effects on top of each other, why? I think I know how to do that if you want help, but other then that, why? 

Edited by Cosmic lightning

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Ill try only one of the effects, thanks guys. In ricochet it doesnt have any emp effect, so I figured I had to implement the koth explosion as well.

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Nope. Nothing. I noticed that in Assault, there is no object ref of odd_confetti, but it still creates the object. Either way absolutely nothing has gotten me anywhere. Is my wumboscript looking okay?

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Yes but are you sure global.object0 has the value you wanted? And why do you have destroy_object(spawned_object, false)?

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Yes but are you sure global.object0 has the value you wanted? And why do you have destroy_object(spawned_object, false)?

If you meant current.object0 then yes, everything except the confetti is good. I am destroying the koth_explosion in that instance. I tried without any of that and still nothing.

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Here's the relevant KSoft code from Assault:

          <E type="Condition" name="TimerIsZero">            <Param type="TimerReference" varRefType="Object.TimerVar" dataType="GlobalObject0">ObjectTimerBombFuseTime</Param>          </E>          <E type="Action" name="SubmitIncident">            <Param type="IncidentId">bomb_detonated</Param>            <Param type="TargetVar" targetType="Team" varRefType="Object.OwnerTeam" dataType="GlobalObject0" />            <Param type="TargetVar" targetType="Team" varRefType="ExplicitTeamType" dataType="Iterator.Team" />          </E>          <E type="Action" name="ChudSoundMessage">            <Param type="SoundIndex">sound\dialog\multiplayer\assault\bomb_detonated</Param>            <Param type="ChudDestination">Type1</Param>            <Param type="TargetVar" targetType="Player" varRefType="Team.PlayerVar" dataType="Iterator.Team">TeamPlayer0</Param>          </E>          <E type="Action" name="ObjectSetDisplayTimer">            <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject1" />            <Param type="Object.Timer">NONE</Param>          </E>          <E type="Action" name="CreateObject">            <Param type="ObjectTypeIndex">odd_confetti</Param>            <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject2" />            <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject0" />            <Param type="ObjectFilterIndex">NONE</Param>            <Param type="CreateObjectFlags">0</Param>            <Param type="Point3d" />            <Param type="NameIndex">NONE</Param>          </E>

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Here's the relevant KSoft code from Assault:

          <E type="Condition" name="TimerIsZero">            <Param type="TimerReference" varRefType="Object.TimerVar" dataType="GlobalObject0">ObjectTimerBombFuseTime</Param>          </E>          <E type="Action" name="SubmitIncident">            <Param type="IncidentId">bomb_detonated</Param>            <Param type="TargetVar" targetType="Team" varRefType="Object.OwnerTeam" dataType="GlobalObject0" />            <Param type="TargetVar" targetType="Team" varRefType="ExplicitTeamType" dataType="Iterator.Team" />          </E>          <E type="Action" name="ChudSoundMessage">            <Param type="SoundIndex">sound\dialog\multiplayer\assault\bomb_detonated</Param>            <Param type="ChudDestination">Type1</Param>            <Param type="TargetVar" targetType="Player" varRefType="Team.PlayerVar" dataType="Iterator.Team">TeamPlayer0</Param>          </E>          <E type="Action" name="ObjectSetDisplayTimer">            <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject1" />            <Param type="Object.Timer">NONE</Param>          </E>          <E type="Action" name="CreateObject">            <Param type="ObjectTypeIndex">odd_confetti</Param>            <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject2" />            <Param type="ObjectReference" varRefType="ExplicitObjectType" dataType="GlobalObject0" />            <Param type="ObjectFilterIndex">NONE</Param>            <Param type="CreateObjectFlags">0</Param>            <Param type="Point3d" />            <Param type="NameIndex">NONE</Param>          </E>

I have used that as a base, to no avail.

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Teancum, I noticed that ricochet and assault use an object called "area" (object index 6). Is it related to explosions? I tried to make an explosion using odd_confetti myself at round end or jail unlock in hostage rescue without "area" and had no luck either.

 

EDIT:  I did some experimenting with my jtag and megalo and figured it out.  Simply call object_kill_instantly on the spawned object right after spawning it.  It won't blow up until it is called for destruction.

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