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-   -   Modding damage (https://www.subsim.com/radioroom/showthread.php?t=151877)

Igor 05-16-09 11:49 AM

Modding damage
 
Hi, i have SH4 and the u-boat missions expansion, and i have a question regarding modding the damage model in the game. I want to change it so that no system can be "destroyed" (as in impossible to repair). I still want everything to be able to be damaged, but not destroyed so i can't repair it anymore. Do i simply need to change all the "Destructible=yes" lines in the zones.cfg file to "destructible=no"? Or is there something else involved? Because i tried changing them all to "no" once and my systems could still be destroyed. Second, is there some way to mod the game so you can repair your hull at sea? Thanks for any answers.

ReallyDedPoet 05-17-09 07:23 PM

Bump :up:

tonschk 05-19-09 07:21 AM

Yes , I agree with this modification , for example if the rudder is destroyed the game is automatically finished because is not possible to steer the sub increasing or decreasing the speed of both engines independently

Highbury 05-20-09 02:04 AM

I don't know how to edit the values but the file would seem to be:

Data\UPCData\UPCUnitsData\UnitParts*****.UPC

In there are these values:

Quote:

[UnitPart 1.Compartment 1.EquipmentSlot 1]
ID= SurfRadarAntenna
NameDisplayable= Surface Radar Antenna
Type=NULL
AcceptedTypes= NULL
UserCustomizable=Yes
IDLinkEquipmentIntervalDefault1= NULL, NULL, NULL
ExternalNodeName3D= R01
ExternalDamageZoneTypeID3D= -1
There are SEVERAL entries like that for each boat. Also there is this at the top of the file:

Quote:

ExternalDamageZoneTypeID3D= 31
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Minor damage, 0, 0, NULL, 0, 0.2, 0.2
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Medium damage, 0, 0, NULL, 0, 0.2, 0.5
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, Heavy damage, 0, 0, NULL, 0, 0.2, 1
I am not sure what it all means but that seems to be it. If you can figure it out, great! If not I am sure someone who understand it all will chip in.

tonschk 05-20-09 02:29 AM

thank you for the reply , is necessary to spend time to understand how those numbers affect the damage behaviour of differents areas of the sub

polyfiller 05-20-09 05:01 PM

Here are the descriptors for the numbers;

;DamageDescription1= Taken_DamageType, MinDamage, MaxDamage, MinMaintenance, MaxMaintenance, chancefactor, Message, Spawned_damage_HP, Spawned_damage_AP, Spawned_Damage_Type, EfficiencyReduction, repair_skill, repairtime_in_hours

To make an item repairable, the rpair skill must be less than one at damage level =1 - like so;

DamageDescription1= NULL,0,0.1,0,0,1,Minor Leak,0,0,NULL,0.1,0.2,0.5
DamageDescription2= NULL,0.1,0.2,0,0,1,Minor Leak,0,0,NULL,0.2,0.2,1
DamageDescription3= NULL,0.2,0.3,0,0,1,Large hole,0,0,NULL,0.3,0.2,1.5
DamageDescription4= NULL,0.3,0.4,0,0,1,Large hole,0,0,NULL,0.4,0.5,2
DamageDescription5= NULL,0.4,0.5,0,0,1,Large hole,0,0,NULL,0.5,0.5,2.5
DamageDescription6= NULL,0.5,0.6,0,0,1,Wall breached,0,0,NULL,0.6,0.5,5
DamageDescription7= NULL,0.6,0.7,0,0,1,Wall breached,0,0,NULL,0.7,0.5,10
DamageDescription8= NULL,0.7,0.8,0,0,1,Wall breached,0,0,NULL,0.8,0.7,15
DamageDescription9= NULL,0.8,0.9,0,0,1,Wall breached,0,0,NULL,0.9,0.7,20
DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,1,1000000 <<<< this last line means that a repair skill of 1 will take 1000000 hours to repair. To make it repairable, change repair skill to less than one and give a reasonable repair time;

DamageDescription10= NULL,0.9,1,0,0,1,Wall breached,0,0,NULL,1,0.2,2

There are 10 damadescriptors in the above due to me using a technique recommended to me by Observer - basically if the damage descriptors aren't defined in 10% increments - the damage engine starts to do strange things (like not keeping track or totalling up damage properly - basically I couldn't get stuff to stop working when destroyed until I used the above).

As well as doing the above, you may have to add a person to the crew with repair special ability - this enables the repair of destroyed items. I've never been interested in repairing detroyed items - so I can't vouch for the above doing what you want ... but it should in theory.

tonschk 05-20-09 06:28 PM

Hello. Thank you for the help :salute:, can you tell me please if your previous post represent the files that control/manipulate the damage of the entire/whole Hull or just a section/compartment of the submarine ?, thank you very much for the help :yeah:

Igor 05-23-09 08:50 AM

Most excellent. Hopefully the instructions posted in this thread will allow you to completely repair the hull as well, and not just destroyed systems. Now then, all i need to do is get cracking at those files.

Stormende 05-29-09 11:44 PM

THere is another way
 
Enable the special abilities for the american campaign and reload your game - while in port - until you get the commander that will fix even destroyed items. It is easier, I think.

:shucks:


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