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Old 01-23-09, 10:49 AM   #226
Lanzfeld
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but I use ONLY the exhaust mod.

Racerboy??? Privateer???
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Old 02-13-09, 10:53 AM   #227
asanovic7
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Default hip hip hura

Hello!

After a month of isolation from the Internet..

And since I can't find anyone to get drunk.. Since that damn lion eating ass..le day is tomorrow and I hate it..

I uploaded the new version of this mod, version 7.1 on filefront. The link on front page..

Since I am too depressed to do some work on the front page of this thread.. I just want to announce it like this.. For now, I will rearrange the front page when I will be in a less "I don't give a.." kind of mood..

About the new version, nothing much, some smaller addons and adjustments.. Why 7.1? I thought then it is funny, it would be too hard to change it..

Please, try it, and comment..

I did it a month ago..

The file is

Rbs SH4 effects GWX 30 71.rar

For really dead poet:

Can you please change the name of this thread to "Rbs sh4 effects for gwx xx"?



Last edited by asanovic7; 02-13-09 at 11:31 AM.
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Old 02-13-09, 11:42 AM   #228
Fubar2Niner
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Great news asanovic7, installing now

Best regards.

Fubar2Niner
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Old 02-13-09, 12:08 PM   #229
Wildhawke11
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Forgive me asking this but i now assume it works with GWX 3 GOLD.
I found a link but not sure if it was the right one so could some kind soul put the correct one on here for a dummy comp user.
Thanks
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Old 02-13-09, 12:46 PM   #230
asanovic7
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Default I am lost..

This?

http://hosted.filefront.com/asanovic7
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Old 02-13-09, 01:38 PM   #231
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Found some people for beer..

Finally..

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Old 02-13-09, 06:10 PM   #232
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good to see the effects mod I made is still alive and thriving. Good work!

Now asanovic7 you need to become familiar with the zones.cfg file. Learn how to read and use that file and you can make new effects/events. Take this example lifted from version 1.0 SHIII's zones.cfg file:

[Funnels]
Multiplier=1.000000
Flotability=0.000000
HitPoints=15
Destructible=Yes
Effect1=#Splinter_explosion, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[Antennae]
Category=Radio
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=Yes
Effect1=#Small_splinter_explosion_no_halo, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[Mast]
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=Yes
Effect1=#Small_splinter_explosion_no_halo, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[ASWweapon]
Category=ASW Weapons
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Crash Depth=0.01

See these items highlighted in yellow? Do they look familiar? These are events/effects and they come from the particles.dat file. The number on the end is the amount of the damage (in percents) the effect starts from. So for funnels with 15 hitpoints once all 15 hitpoints are used up the Effect1 is fired. You CAN have multiple events of the same type or different types (with different percents). Does this turn on any lightbulbs yet??
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Old 02-13-09, 11:20 PM   #233
Wildhawke11
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Quote:
Originally Posted by asanovic7
Thank You very Much for the link.
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Old 02-13-09, 11:24 PM   #234
Wildhawke11
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Quote:
Originally Posted by Racerboy
good to see the effects mod I made is still alive and thriving. Good work!

Now asanovic7 you need to become familiar with the zones.cfg file. Learn how to read and use that file and you can make new effects/events. Take this example lifted from version 1.0 SHIII's zones.cfg file:

[Funnels]
Multiplier=1.000000
Flotability=0.000000
HitPoints=15
Destructible=Yes
Effect1=#Splinter_explosion, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[Antennae]
Category=Radio
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=Yes
Effect1=#Small_splinter_explosion_no_halo, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[Mast]
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=Yes
Effect1=#Small_splinter_explosion_no_halo, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[ASWweapon]
Category=ASW Weapons
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Crash Depth=0.01

See these items highlighted in yellow? Do they look familiar? These are events/effects and they come from the particles.dat file. The number on the end is the amount of the damage (in percents) the effect starts from. So for funnels with 15 hitpoints once all 15 hitpoints are used up the Effect1 is fired. You CAN have multiple events of the same type or different types (with different percents). Does this turn on any lightbulbs yet??

Racerboy your a Star ---- Thanks for all the tips and help your giving
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Old 02-14-09, 04:48 AM   #235
makman94
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hello to all,

does anybody knows how i can make the smoke that comes out of funnels darker?

thank you
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Old 02-14-09, 09:27 AM   #236
linerkiller
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Hi!
Does the old SbootZones file works also for that version?
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Old 02-14-09, 12:08 PM   #237
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understood now....no problems!

magnificent work as usual
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Old 02-14-09, 12:19 PM   #238
TheDarkWraith
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Quote:
Originally Posted by linerkiller

understood now....no problems!

magnificent work as usual
You understand how to add multiple effects and create new ones?
Effecti=xxxx (i is the next incremental number)

Effect1=small_fire, 50
Effect2=big_fire,75
Effect3=splinter_explosion,100

this would give a small fire at 50% of the object's hitpoints, then a big fire at 75% of the object's hitpoints (CUMULATIVE - this means the big fire could be placed on TOP of the small fire - watch out for this), and finally a grand explosion at 100% of the object's hitpoints.

I use this to make oil slicks and such. At 25% damage I have compartments start oozing out fluids, oil, coolant, etc. depending on what the compartment is. Then depending on the compartment, it's gets a different type of explosion (or no explosion) once all 100% of hitpoints are used.
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Old 02-15-09, 08:28 AM   #239
linerkiller
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And if I want to get a cool mushroom explosion every time I hit the middle of a ship?
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Old 02-15-09, 09:18 AM   #240
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Quote:
Originally Posted by linerkiller
And if I want to get a cool mushroom explosion every time I hit the middle of a ship?
if you edit that ship's .zon file so that the compartment is a type that has that effect then yes you could.
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