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    Creating a meteor shower

    Well I want to put a meteor shower into my level... but I'm not really sure where to even start. It has to hit the ground and each meteor has to be solid, and able to kill the player... so I'm not sure if cascade, the particle editor, is the way to go or not. Help someone?

    #2
    You need physical objects (meshes), it'll probably need a fair bit of code. A kismet implementation could be quite possible. While you'd want particle systems attached to the meteors, it'll never work as particles, seriously.

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      #3
      You'll have to create them as a custom Projectile and then spawn them via Kismet using SpawnProjectile (I think, or CreateProjectile).

      I don't know much else about it other than that, but I am sure it can be done. I will look into this when I have some extra time and see if I come up with anything.

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        #4
        Originally posted by ShadeMistress View Post
        You'll have to create them as a custom Projectile and then spawn them via Kismet using SpawnProjectile
        Yeah, that's the easyest way to do it. Otherwhise you'll have a ton of work ahead of with having to animate each meteor individually adding the fire trail to each one etc. You can take a look at my kismet setup for the artillery bombardment on Tiberium-SE for an example.

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          #5
          There's a Tiberium-***SE*** now? ****... missed that one (love the normal Tiberium )

          Okay I'm downloading it and will have a look... cheers for the help I have some idea where to start now... however I wont say no to more help :P lol

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            #6
            Hey Remus, I have pretty much the same question about projectiles. Is there a certain tutorial you followed to create them in Tiberium? I would look in the Editor at it, however I can't open the map without crashing Unreal

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              #7
              Originally posted by Hearshotkid02 View Post
              Hey Remus, I have pretty much the same question about projectiles. Is there a certain tutorial you followed to create them in Tiberium? I would look in the Editor at it, however I can't open the map without crashing Unreal
              Well, no I didn't follow a tutorial, I pretty much made a test map where I experimented with all the scripting I later used in my maps.



              This is a simple "spawn projectile" setup. Here after the level starts it waits for 10 seconds then spawns a redeemer projectile.
              For the spawn location and destination, you're going to need a vector variable. And here's a simple technique I use to get the coordinates i need for the spawn location and destination. Simply create a trigger actor move it where you would like the projectile to appear, create another and move it to the destination, then open the properties window on the trigger actor, go to the movement section, there you'll find the coordinates. After that enter the coordinates in the vector variables for spawn location and destination, and you're all set. The the object variable (last to the right) is only necessary to tell the game who started this sequence therefore who gets the kill points.



              And here is a full scale redeemer bombardment. the first delay box, tells it to start after 10 seconds the second delay to the right controls the time between each spawn, and the bottom delay controls how long the bombardment lasts, and how long till the bombardment starts again.

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                #8
                oooh, i dont do much kismet but that kismet looks nasty.

                Perhaps for a projectile you couldsub class the flak cannons shell and then make a particle system which has a flaming meteor.

                Then replace the sub classes projflightclass with that particle system.

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                  #9
                  After my last post last night I had a look at your level Remus and that is some very nice kismet Worked out a meteor shower, just gotta pick all the 'random' locations for th emeteors to hit (oh yay :P lol)...

                  And yeah marilol... I'm thinking of using the flak shell for it... though the tank shells also look like small meteors because of how fast they fall... and the explosions are much nicers IMO... have to choose.

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                    #10
                    If the meteor shower is purely scenery, it's basic simple, if it's meant to kill people with conflagrations as the stones pound the ground, then you'll need an extra kismet set where it fires on event>collision.

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                      #11
                      Originally posted by Dooley View Post
                      If the meteor shower is purely scenery, it's basic simple, if it's meant to kill people with conflagrations as the stones pound the ground, then you'll need an extra kismet set where it fires on event>collision.

                      Nah man... the spawn projecticle thing works perfectly Does damage and everything, even leaves a decal on the surface it impacts on just like a weapon projectile does

                      Once again, cheers Remus.

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                        #12
                        http://youtube.com/watch?v=iau0fiBlSdg << Theres a 2 min vid showing my level sofar... with the meteor shower towards the end. It still needs a lot of work (both the level and the meteors) but I wanted to make sure I could get the meteor showers working before I started designing the canyon around it

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                          #13
                          Looks very cool but I think the meteor impact should be bigger and do more damage (if not kill you).

                          shade.pt

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                            #14
                            Maybe every so often have a big meteor come in (a custom metor mesh for instance) and set off a redeemer type blast on impact. Pretty cool map!! Looking forward to it.

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