Ohka run
http://img828.imageshack.us/img828/3160/okha1.jpg
http://img833.imageshack.us/img833/7237/okhabanzai.jpg Ohka away !!! http://img834.imageshack.us/img834/8223/okha4.jpg closing in !!! http://img837.imageshack.us/img837/2418/okha5.jpg http://img843.imageshack.us/img843/9941/coupdegrace.jpg administering the "coup de grace" Ohka Kamikaze plane attack by Peabody :arrgh!: keltos |
:hmmm: Since it is a bomb, I wonder if an animation would work after it was dropped or not? Any idea? The flame should not be there at the start, but I didn't think of an animation. What triggers an animation?
Peabody |
That is just too freaking cool:salute:
I think I asked this before but do not recall.Hows the AI for Allied DD's? tough I hope.Hedgehog later? |
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I do need to do some work on the Somers DD, it is dumber than a post. I think way back someone mentioned there is actually a bug in the way it is set up. But the Clemson and Fletcher are not bad even as stock, if set to Elite. Yes, there will be hedgehogs, in fact I got a taste of them during some testing last week. Surprised me, I wasn't expecting it. Peabody |
cool, well doesnt have to be ducimus difficult to be fun but im sure you know (thus why you said youre going to work on the Somers) dumb DD's are aggravating.Attacking with no response is anti-climatic , boring, and takes away from the game esp for Allied DD's since esp in later war they were tough. Well I'm impressed by the work youve done so far, cant wait till its ready for release one day.
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:o That, is just too freaking cool! Great job guys! :up::up: |
Just a thought here.
And I haven't looked at the files to be sure I'm correct. But the Lifeboats and debris mod for SH3 used a controller to cause the creation of the effects. (LifeBoats, debris, etc.) WaterInterAction? Set that to a positive number to trigger the Particles? Or the controller that does the Subs wash effects may work? |
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@ Ducimus, thanks for the encouragement. This won't be any TMO but we are doing the best we know how. Peabody |
Is this campaign ready after two years?
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gorshkov if you read the comments u should know btw it will be done when keltos peabody add submarines rockets....
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PS. Doesn't something tickle your fancy, tater? |
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And I did not know anything about modding when I started, so I think we have come a long way. I had to learn by trying and testing and that takes time. As far as updates so you don't have to read the whole thing, the first post says [WIP]=Work in Progress, when it is done there will be a new thread and it will say [REL]= Released. Peabody |
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with a bit of working around. What I did to test a way to do this follows. I added a Dummy Node to a 500 lb Bomb. I placed the node 50 meters below the main bomb. I added a waterinteraction controller to that set at 50 meters (5.0) I called an effect from particles.dat in the controller. As the Dummy node enters the water 50 meters before the bomb? The effect is started 50 meters above the water. The Bomb is still falling all this time. So you can trigger an effect this way. The next step is to get the effect to follow the main object. (the Bomb in this case) As the way I've done it so far leaves the effect locked in one place. I'll do somemore testing on ideas and let you know what happens. If that's OK with you all. |
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