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Rhino

Emitter Effect Draw Distance

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Hey guys, got a bit of an issue here I'm hoping someone might be able to help me with.

I've basically got this destroyable cargoship and I want its dest effect, which is basically the ship sinking to show up at long ranges (ideally 3km).

Here's my cargoship as it stands in a quite damaged state, hence the fires but not sinking:

j6HTj.jpg

Now if I destroy it when I'm in 500m of the ship, I can then see its dest effect just fine:

NALMQ.jpg

And even if I now fly far away from this point, after being within 500m at the point its destroyed, I can still see the wreck sinking in the distance:

S9Z1s.jpg

However if I destroy the ship outside of the 500m radius, then all I see is water/smoke effects, and if much further out, nothing other than the ship vanishing:

Bpisg.jpg

The only thing so far that I've found that affects this distance at all is this setting, which got the draw distance up from around 300m to 500m: ObjectTemplate.lodDistance High

Problem is I can't seem to make this setting extend any further than just "High", even if I put in a high number like 9999999, no affect :(

EDIT: actually scratch that about the ObjectTemplate.lodDistance High increasing it to 500m, turns out that while it works in the effects editor, it dosen't work ingame and stops that part of the effect being shown totally...

Dose anyone have any ideas on how to fix this?

My dest effect code so far:

rem *** Generated with Bf2Editor.exe [created: 2011/8/17 16:27]
ObjectTemplate.activeSafe EffectBundle e_vexp_cargoship
ObjectTemplate.creator JEFFE_XP:jeffev
ObjectTemplate.modifiedByUser "Edmund Fovargue"
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.cullRadiusScale 1000
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate S_e_vexp_cargoship_Start
ObjectTemplate.addTemplate e_vexp_GenericDebris
ObjectTemplate.addTemplate em_vexp_cargoship_atlantic_conveyor
ObjectTemplate.addTemplate e_dstate_cargoship_fire1
ObjectTemplate.setPosition 0/-8/0
ObjectTemplate.addTemplate e_dstate_cargoship_fire1
ObjectTemplate.setPosition 0/-8/-30
ObjectTemplate.addTemplate e_dstate_cargoship_fire1
ObjectTemplate.setPosition 0/-8/-60
ObjectTemplate.addTemplate e_dstate_cargoship_fire1
ObjectTemplate.setPosition 0/-8/30
ObjectTemplate.addTemplate e_dstate_cargoship_fire1
ObjectTemplate.setPosition 0/-8/60
ObjectTemplate.addTemplate e_destruction_dambridge
ObjectTemplate.setPosition 0/0/0
ObjectTemplate.addTemplate e_destruction_dambridge
ObjectTemplate.setPosition 0/0/30
ObjectTemplate.setRotation 90/0/0
ObjectTemplate.addTemplate e_destruction_dambridge
ObjectTemplate.setPosition 0/0/60
ObjectTemplate.setRotation -200/0/0
ObjectTemplate.addTemplate e_destruction_dambridge
ObjectTemplate.setPosition 0/0/90
ObjectTemplate.setRotation -90/0/0
ObjectTemplate.addTemplate e_destruction_dambridge
ObjectTemplate.setPosition 0/0/-30
ObjectTemplate.setRotation 45/0/0
ObjectTemplate.addTemplate e_destruction_dambridge
ObjectTemplate.setPosition 0/0/-60
ObjectTemplate.setRotation -45/0/0
ObjectTemplate.addTemplate e_destruction_dambridge
ObjectTemplate.setPosition 0/0/-90
ObjectTemplate.setRotation -90/0/0
ObjectTemplate.addTemplate e_dstate_cargoship_water1
ObjectTemplate.setPosition 0/-8/0
rem -------------------------------------
ObjectTemplate.setStartOnEffects 0
ObjectTemplate.setStopOnEffects 0
ObjectTemplate.timeToLive CRD_NONE/1/0/0
ObjectTemplate.randomAgeFactor CRD_NONE/1/0/0
ObjectTemplate.startAtCreation 0
ObjectTemplate.speedFromPhysics 0

ObjectTemplate.activeSafe Sound S_e_vexp_cargoship_Start
ObjectTemplate.modifiedByUser "Edmund Fovargue"

ObjectTemplate.create Emitter em_vexp_cargoship_atlantic_conveyor
ObjectTemplate.modifiedByUser "Edmund Fovargue"
ObjectTemplate.cullRadiusScale 1000
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem ObjectTemplate.lodDistance High
ObjectTemplate.template p_vexp_cargoship_atlantic_conveyor
ObjectTemplate.positionalSpeedInDof CRD_UNIFORM/0/0/0
ObjectTemplate.positionalSpeedInUp CRD_UNIFORM/0/0/0
ObjectTemplate.positionalSpeedInRight CRD_UNIFORM/0/0/0
ObjectTemplate.rotationalSpeedInDof CRD_UNIFORM/-0.01/0.01/0
ObjectTemplate.rotationalSpeedInUp CRD_UNIFORM/-0.002/0.002/0
ObjectTemplate.rotationalSpeedInRight CRD_UNIFORM/-0.03/0.03/0
ObjectTemplate.startRotation CRD_NONE/0/0/0
ObjectTemplate.zRotation CRD_NONE/0/0/0
ObjectTemplate.zRotationSnap 1

ObjectTemplate.create Particle p_vexp_cargoship_atlantic_conveyor
ObjectTemplate.modifiedByUser "Edmund Fovargue"
ObjectTemplate.cullRadiusScale 2
ObjectTemplate.geometry cargoship_atlantic_conveyor
ObjectTemplate.usedOnTransparentSurface 0
ObjectTemplate.collisionGroups 56
ObjectTemplate.mass 500
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.physicsType RotationalPoint
ObjectTemplate.timeToLive CRD_UNIFORM/120/120/0
ObjectTemplate.gravityModifier CRD_NONE/0.001/0/0
ObjectTemplate.sizeModifier 1/1/1
ObjectTemplate.transparencyGraph 0/0/0/1
ObjectTemplate.transparency CRD_NONE/0/0/0

Cheers! :D

Edited by Rhino

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I haven't tested this but instead of an emitter and particle you could use an ObjectSpawner to spawn the sinking ship as a PCO.

Ye, could possibly do that by python.

The question is how would I get the ship to sink in a random manner? Not even totally sure how to get it to sink at all as a PCO but could probably work that out, just as an effect I can set random directions to roll over in etc :)

Don't want it going directly down and not rolling or anything :P

Edited by Rhino

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The question is how would I get the ship to sink in a random manner?

CRD_UNIFORM/x/x/x

x meaning numbers

Edited by DEVILMAN

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for an effect yes, if you look at my above code I have that.

Will that work on a PCO? If so how would you add it?

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At what distance does the undamaged/floating ship,go out of view ?

Undamaged, like the wreck when its "spawned", stays in view for the full 3km view distance of the map.

The problem isn't the meshes cull distance, its the emitter not spawning the effect if your outside a 300m radius of it :(

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