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Old 07-27-13, 09:55 PM   #2623
gap
Navy Seal
 
Join Date: Jan 2011
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Quote:
Originally Posted by TheDarkWraith View Post
I am already venturing down that route


Quote:
Originally Posted by TheDarkWraith View Post
A torpedo hit should take them out if it's located in the right spot
Let's see what happens in game. Ideally, disabling foe's radio equipment before our position is radioed, should be a matter of wise aiming mixed with a little dose of luck

Quote:
Originally Posted by TheDarkWraith View Post
That will work. You are not limited to only one radio room and/or antenna. You can define up to 15 (0xF) of each (that's how I coded it). What I did was every time I encountered a radio room and it's damage level was less than the damage level defined in the patch file I incremented a memory address by 0x1. Every time I encountered a transmit/receive antenna I incremented that same memory address by 0x10. Then at the end of the function I checked the value in that memory address for at least 0x11. If the value was at least 0x11 then unit was able to transmit/receive radio. A value is passed to the function that tells it whether unit is trying to transmit or receive radio (that way function knows what to look for and uses correct zones/memory addresses). Pretty brilliant if I do say so myself
I am sure I would agree with you, if only I could understand what you are saying

Do you mean by any chance that we can have more than one radio room and/or antenna of the same type, and that they all need to be destroyed before the radio transmission/reception abilities of the parent unit are disabled?

Quote:
Originally Posted by TheDarkWraith View Post
Too busy writing code. I'll just report what I find and let you all fix it. I'll do the 'hard' stuff
You misunderstood me; I meant that you have addressed in advance the possible lack of antenna/radio room zones. Prevention is better than cure

Quote:
Originally Posted by TheDarkWraith View Post
I can expand it to anything. I can write code to do anything (within my limits). My level of knowledge of the game is increasing exponentially now since I have a good majority of the game deciphered/mapped out.
I like when you talk like this Now to know which are "your limits"

Quote:
Originally Posted by TheDarkWraith View Post
The only loss of control I can do is cut the engine. I don't know how to rotate them yet. By cutting the engine it should induce a loss of control because the game will try to maintain altitude by pitching the nose up. Eventually the speed will die off and the unit should lose control on it's own.
Sounds good enough. Another way to do it could be by marking aircraft as destroyed once cockpit/pilot zones are destroyed or damaged beyond a certain level (sort of critical damage for planes). Thanks to your other patch, pilotless planes wouldn't wanish in the air but they would start falling down.

By the way of killed pilots, would you be able to track down the damage of a zone placed directly on them rather than on aircraft's model? This would make box editing much faster (only one box on the pilot shared by many aircrfat, rather than 1-2 boxes for each aircraft)

Quote:
Originally Posted by TheDarkWraith View Post
The other things I was thinking about was specifying zones where all the sensors are located (hydro/sonar/etc.). That way I can check to see if those zones are damaged to a certain level and if so render that sensor useless (I'll have to figure out sensors yet but I already know where they are located in the code).
Good idea.

I guess that in vanilla game sensors are destroyed when their parent object is destroyed, but as their bones are normally placed directly on the hull, it is unlikely that they will be disabled before the unit is fatally damaged. Likewise radio equipment, we could set an hydrophone zone and an hydrophone room zone, a sonar zone and a sonar room zone, etc.

The only problem would be if a ship had more than one sensor of the same type. How could we tell your patch which one was destroyed? Maybe by assigning a damage box to each of the sensor linking bones or, better, directly to the GR2 sensors? Being dummy adimentional objects, I wonder if linking bones or sensors can take damage when given a damage box

Last edited by gap; 07-27-13 at 10:12 PM.
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