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View Full Version : [REQ] merchants firing starshells


Arclight
03-24-10, 11:04 PM
Both a request for a mod and for info how to do it.

The idea is to have a merchant fire a single flare to signal distress, either when attacked or when sinking (game registers it as sunk).

If you want to use the idea, it's yours, but I'd like to work it into BRF as well. What would be needed to accomplish this? Does it need a dummy/actual weapon with 1 starshell for ammo, or could you use a trigger and script the effect?

kylania
03-24-10, 11:26 PM
This would be neat! Hopefully it would be scriptable to avoid having to change ship files and whatnot.

Arclight
03-24-10, 11:27 PM
Indeed. ;)

TheDarkWraith
03-25-10, 12:57 AM
Indeed. ;)

It's easy to implement - was done in SH3 (Racerboy's live AI ships mod).

As far as scripting it - I'd have to look into that.

Arclight
03-25-10, 01:11 AM
It's always nice when someone says something, which you have no idea on how to accomplish, is easy. :shifty: :lol:

Good news though. :salute:

kylania
03-25-10, 01:16 AM
Lighted neutral ships would be neat too! :)

TheDarkWraith
03-25-10, 01:16 AM
It's always nice when someone says something, which you have no idea on how to accomplish, is easy. :shifty: :lol:

Good news though. :salute:

With the scripting possibilities this can get very interesting. The live AI ships mod gave ships horns so they could sound them when a contact was sighted to alert others (that was the intention). It also gave them the ability to shoot starshells in the direction of the sub to light up the area. It was really neat.

Arclight
03-25-10, 01:21 AM
And I thought I had an original idea. :nope: :lol:

I'd love to incorporate it, and/or release it as a standalone module. Just don't know where to start. :doh:

TheDarkWraith
03-25-10, 01:24 AM
And I thought I had an original idea. :nope: :lol:

I'd love to incorporate it, and/or release it as a standalone module. Just don't know where to start. :doh:

I'll get with you here soon to give you a start. I know how it was made.

Arclight
03-25-10, 01:59 AM
Thank you, couldn't hope for more. :shucks:

No rush though, plenty of stuff to do in the mean time. :lol:

:hmmm:

:-?

coronas
03-25-10, 04:29 AM
It's easy to implement - was done in SH3 (Racerboy's live AI ships mod).

As far as scripting it - I'd have to look into that.

Trying to remember; Racerboy added a vertical and invisible gun to the ships with limited amount of shots. At determined damage or enemy in sight, a trigger shot distress or alarm flares. He did white and red flares: White, enemy in sight; Red, distress flare. Aldded sound horns, too!
:salute:

Arclight
03-25-10, 04:37 AM
Yeah, I've been looking at that too. Located the sounds, and think I know how to make a dummy gun that points up in the sky. Just don't know how to trigger the lot; wouldn't want to have the merchies going around blaring their horns and firing starshells continuously. :rotfl2:

reaper7
03-25-10, 04:44 AM
Love the sound of this. :up:

Dowly
03-25-10, 04:44 AM
Yeah, I've been looking at that too. Located the sounds, and think I know how to make a dummy gun that points up in the sky. Just don't know how to trigger the lot; wouldn't want to have the merchies going around blaring their horns and firing starshells continuously. :rotfl2:

LMAO! :har:

coronas
03-25-10, 04:57 AM
Yeah, I've been looking at that too. Located the sounds, and think I know how to make a dummy gun that points up in the sky. Just don't know how to trigger the lot; wouldn't want to have the merchies going around blaring their horns and firing starshells continuously. :rotfl2:
:har::har::har:

Very long reload times?
Limited ammunition?:06:
:salute:

Arclight
03-25-10, 05:16 AM
Yah, but you'd still hear them honking from miles away. :D

Who needs sonar? Just follow the sound of the horns. :ping:

coronas
03-25-10, 05:31 AM
Yah, but you'd still hear them honking from miles away. :D

Who needs sonar? Just follow the sound of the horns. :ping:


:haha::haha::haha:

You must be very near to the ships to hear the horns in Racerboy's mod; about 500 meters. Only one or two whistles everytime. They are ships no ambulances.:03::D

Arclight
03-25-10, 04:30 PM
Maybe can fix that too. Pretty sure you should be able to hear them from further away. :hmmm:

Arclight
03-26-10, 10:45 AM
Ok, pretty sure I could manage to get them firing starshells on appropriate moments, what I don't understand though is how you trigger a sound. What makes the DDs start sounding those collision sirens when alerted?

Can't find any relevant behaviour in the scripts. :hmmm:

* and for that matter, where the heck does it come from? Looked at the models but couldn't find any soundsources that referenced the siren.

TheDarkWraith
03-26-10, 11:33 AM
Ok, pretty sure I could manage to get them firing starshells on appropriate moments, what I don't understand though is how you trigger a sound. What makes the DDs start sounding those collision sirens when alerted?

Can't find any relevant behaviour in the scripts. :hmmm:

* and for that matter, where the heck does it come from? Looked at the models but couldn't find any soundsources that referenced the siren.

cause there was another trick used to make the sounds. It was another 'invisible' one.

Arclight
03-26-10, 11:56 AM
*sigh*

Sooo, use a dummy placed at the command deck for example and give it sound or playlist controller or something?

Still leaves me wondering what triggers the playback. It happens for DDs so should be able to use the same trigger to get the merchies going. :hmmm:

Just guessing here, really. :doh:

TheDarkWraith
03-26-10, 11:59 AM
*sigh*

Sooo, use a dummy placed at the command deck for example and give it sound or playlist controller or something?

Still leaves me wondering what triggers the playback. It happens for DDs so should be able to use the same trigger to get the merchies going. :hmmm:

Just guessing here, really. :doh:

I sent you a PM about it.

Arclight
03-26-10, 12:14 PM
Aye, thanks, might just get this done yet. :DL

urfisch
03-26-10, 01:58 PM
for damaged ships this is easy:

you take racerboys particles.dat and the certain *.dsd file from his mod and place it in the "Library" Folder. Now you go into the "zones.cfg" file and add the entry for the certain effect. I dont know the starshell effect name, but you add this as it was a damage effect. you add the entry with e.g. 10% damage.

this should look like:

[ShipsType]
Category=Freighter
Multiplier=1.000000
Flotability=20.00000
HitPoints=250
Destructible=No
Armor Level=-1
Critic Flotation=0.15
Critical=No
Effect1=#dc_bubbles, 10
Effect2=#Oil_trace, 20
Effect3=#RB_Starshell, 10
FloodingTime=120
CargoType=None

that should do the trick...

;)

coronas
03-26-10, 02:07 PM
And some steam horns:
http://www.sounddogs.com/results.asp?Type=1&CategoryID=1010&SubcategoryID=51

http://www.sounddogs.com/results.asp?Type=1&CategoryID=1010&SubcategoryID=44

http://www.findsounds.com/ISAPI/search.dll?keywords=ship

http://www.findsounds.com/ISAPI/search.dll?keywords=whistle

Arclight
03-26-10, 02:47 PM
for damaged ships this is easy:

you take racerboys particles.dat and the certain *.dsd file from his mod and place it in the "Library" Folder. Now you go into the "zones.cfg" file and add the entry for the certain effect. I dont know the starshell effect name, but you add this as it was a damage effect. you add the entry with e.g. 10% damage.

this should look like:

[ShipsType]
Category=Freighter
Multiplier=1.000000
Flotability=20.00000
HitPoints=250
Destructible=No
Armor Level=-1
Critic Flotation=0.15
Critical=No
Effect1=#dc_bubbles, 10
Effect2=#Oil_trace, 20
Effect3=#RB_Starshell, 10
FloodingTime=120
CargoType=None

that should do the trick...

;)
Something I hadn't thought of yet, but I prefer to figure it out on my own rather than copying someone elses work. With the scripting there are new ways to do things. :hmmm:

But I'm trying to create a dummy gun, and a mount for it to go on, but for the life of me I can't see how you create new items in Goblin. :doh:

Actually scripting it woudln't be that much of a problem at this point, it's understanding that damn editor. :shifty:


Coronas, thanks, will have a listen. There are 1 or 2 of them in the game already though.

tater
08-31-10, 11:02 PM
This ever get figured out? I'm thinking for SH4. And instead of a starshell, I want it to make the merchies drop DCs :)

Arclight
09-01-10, 10:54 AM
Not by me, anyway. Might ask TheDarkWraith. ;)

TheDarkWraith
09-01-10, 11:01 AM
Not by me, anyway. Might ask TheDarkWraith. ;)

not yet.....working on an effects overhaul like I did for SH3.....just not finished yet :D

SteelViking
09-01-10, 10:27 PM
not yet.....working on an effects overhaul like I did for SH3.....just not finished yet :D

Hey TDW, what all are you working on in regard to this? I touched up the textures for explosions a while ago, and then never did anything with them. You could have them, and I could help you touch up or redo other effect related textures if you would like.

TheDarkWraith
09-01-10, 10:35 PM
Hey TDW, what all are you working on in regard to this? I touched up the textures for explosions a while ago, and then never did anything with them. You could have them, and I could help you touch up or redo other effect related textures if you would like.

adding debris, secondary explosions, ship's horns and whistles (my live AI ships mod from SH3), missing sounds, water splashes from debris hitting the water, bodies being thrown from some of the big explosions and splashing when they hit the water and then floating on the water until they sink (morbid yes, but it really happened in real life - I did the same thing in SH3), flares being sent up by ships, oil slicks, fuel slicks.....lots of goodies :D

SteelViking
09-01-10, 10:54 PM
adding debris, secondary explosions, ship's horns and whistles (my live AI ships mod from SH3), missing sounds, water splashes from debris hitting the water, bodies being thrown from some of the big explosions and splashing when they hit the water and then floating on the water until they sink (morbid yes, but it really happened in real life - I did the same thing in SH3), flares being sent up by ships, oil slicks, fuel slicks.....lots of goodies :D

Sounds awesome, I can't wait!:yeah:

jwilliams
09-02-10, 12:31 AM
adding debris, secondary explosions, ship's horns and whistles (my live AI ships mod from SH3), missing sounds, water splashes from debris hitting the water, bodies being thrown from some of the big explosions and splashing when they hit the water and then floating on the water until they sink (morbid yes, but it really happened in real life - I did the same thing in SH3), flares being sent up by ships, oil slicks, fuel slicks.....lots of goodies :D


:o:o:o
Sounds fantastic....

Is there anything that your not doing..... I think that list might be less of a list :O:

Any plans of TDWsupermod for SH5. Think you've almost got 1, if you combine all of your current mods.:hmmm:

Your doing sooo much for this game.

Thanks you for your hardwork.

Nufsed
09-02-10, 05:15 AM
With the scripting possibilities this can get very interesting. The live AI ships mod gave ships horns so they could sound them when a contact was sighted to alert others (that was the intention). It also gave them the ability to shoot starshells in the direction of the sub to light up the area. It was really neat.

I rest my case..............this man is a genius! :salute:

Highbury
09-02-10, 12:14 PM
Last night I hit a lone merchant off the coast of Ireland. Even though he was alone with nobody else to warn I couldn't shake the feeling that the ship was awfully lifeless considering they had just been hit by a torpedo and half the deck was on fire..., they were all walking around all casual like nothing happened.

I couldn't help thinking that it would be much more realistic if the collision alarm were to go off when they are hit. Not a warning to other ships but just an alarm for a the crew. A real ship would have had every bell and whistle goin' off to tell people to get up and out, would it not?

Anyways, I just thought it might be a little something extra worth looking into while you are experimenting with the alarm triggers.

609_Avatar
09-03-10, 07:49 AM
adding debris, secondary explosions, ship's horns and whistles (my live AI ships mod from SH3), missing sounds, water splashes from debris hitting the water, bodies being thrown from some of the big explosions and splashing when they hit the water and then floating on the water until they sink (morbid yes, but it really happened in real life - I did the same thing in SH3), flares being sent up by ships, oil slicks, fuel slicks.....lots of goodies :D

:cool::yeah: You're such a tease... ;)

Can't wait for this one!