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PhilipWebb059
07-29-14, 05:50 PM
Greetings All;
Is there a mod that equips the merchants to fire a flare when attacked or sinking? I vaguely remember that when I hit one at night it fired a red flare but I cannot remember what mod?
Thanks

Tupolev
07-29-14, 08:11 PM
I want to say there was a SH4 effects for SH3 GWX that had this feature. I'm pretty sure it was tied to the Ship Sinking message so it didn't happen when a ship was just hit. It had to be sinking. Can't remember the mod author though. Sorry.

T

fitzcarraldo
07-29-14, 08:43 PM
I use the optional flares mod from LSH3 in GWX and LSH3. You have white flares when a ship is attacked and red flares when sinking.

Regards.

Fitzcarraldo :salute:

HW3
07-29-14, 09:57 PM
From the LSH3 5.1 manual...
LSH3_V5.1_SLS_Schiffshorn-Leuchtkugeln-Seenotsignal – Matz1962
With this adjustment of Racerboy's MOD “Rbs1_SH4_Effects_GWX_21_204f”, the ships in LSH3 shoot star-shells
and distress flares and merchants and warships use different horns when your U-boat is detected.

:salute:

Nukesub
07-29-14, 10:17 PM
From the LSH3 5.1 manual...


:salute:

Wait, so is there a way to get this effect in GWX 3.0 Gold? I have racer boys mod and I do not ever recalling see red flairs or horns.

Otto Fuhrmann
07-30-14, 06:22 AM
Interesting, I must check that out.

fitzcarraldo
07-30-14, 03:11 PM
Wait, so is there a way to get this effect in GWX 3.0 Gold? I have racer boys mod and I do not ever recalling see red flairs or horns.

You need to download LSH3 v5.1. Between the optional mods, there is this mod you search. Apply it via JSGME AFTER Rb SH4 effects mods and AFTER your sound mod (if you use some of they). It works fine in GWX.

Regards.

Fitzcarraldo :salute:

Nukesub
07-30-14, 06:07 PM
You need to download LSH3 v5.1. Between the optional mods, there is this mod you search. Apply it via JSGME AFTER Rb SH4 effects mods and AFTER your sound mod (if you use some of they). It works fine in GWX.

Regards.

Fitzcarraldo :salute:

Fitzcarraldo thank you sir!

Only thing is, LSH3 v5.1 seems to require the entire DL to get just this one piece. Is it possible to somehow only DL the portion that adds the flares/horns?

PhilipWebb059
08-01-14, 04:19 PM
Thanks for the input and info gents, I'll have to search it out and use that JSGME tool to instal it in the game.

rowi58
08-02-14, 04:55 AM
Hi PhilipWebb059,

the best way to get the red flare is to use h.sie's "Seenot-Leuchtrakete - Do it yourself" (http://www.mediafire.com/download/m5mlmdy3onn/Seenot-Leuchtrakete+-+Do+it+yourself.rar). This is original SH3-programming - not something arrond 4+ corners. It's very easy, just one entry in the Zones.cfg, nothing more.

Greetings
rowi58

John Pancoast
09-22-19, 09:43 AM
Hi PhilipWebb059,

the best way to get the red flare is to use h.sie's "Seenot-Leuchtrakete - Do it yourself" (http://www.mediafire.com/download/m5mlmdy3onn/Seenot-Leuchtrakete+-+Do+it+yourself.rar). This is original SH3-programming - not something arrond 4+ corners. It's very easy, just one entry in the Zones.cfg, nothing more.

Greetings
rowi58




<old thread> Anyone know if Hsie's mod works in single missions/academy or only in the campaign ?
I tried it in academy and single mission and nothing.

Anvar1061
09-22-19, 01:14 PM
<old thread> Anyone know if Hsie's mod works in single missions/academy or only in the campaign ?
I tried it in academy and single mission and nothing.
It work for me.
https://sun9-59.userapi.com/c858416/v858416798/8ad59/R-AJ3hbTUm8.jpg

John Pancoast
09-22-19, 02:58 PM
https://www.subsim.com/radioroom/images/smilies/Kaleun_Confused.gif
It doesn't work for me either.

I use for this
https://www.subsim.com/radioroom/images/smilies/Kaleun_Wink.gif
Rbs_SH4_effects_204f1

Yeah, saw that one. Guess I'll grab it too, but I think it only does the flares when the ship is sinking, not when hit ?
Been trying to get the mod out of LSH that has the ships fire the flares when hit but no luck so far.

Another thing AOD had outta of the box.

Hebe Vollmaus
09-23-19, 03:06 PM
<old thread> Anyone know if Hsie's mod works in single missions/academy or only in the campaign ?
I tried it in academy and single mission and nothing.

h.sie "Seenot-Leuchtrakete Do_it_yourself" works as intended.
Do to its nature it works anywhere: in Academy, SingleMission, or in Campaign.

Greetings.

John Pancoast
09-23-19, 04:01 PM
h.sie "Seenot-Leuchtrakete Do_it_yourself" works as intended.
Do to its nature it works anywhere: in Academy, SingleMission, or in Campaign.

Greetings.

Strange. I tried it in academy and gwx single mission sc7 (for it's night setting).

Nothing. Triple checked I had it set up right, it's not difficult. Have to look again I guess.

Thanks for the info.

Hebe Vollmaus
09-24-19, 01:46 PM
With the h.sie method i get normaly two red lightballs when a Ship sinks intact. None when it breaks into pieces. I use some more entries in Zones.cfg as it states in the small docu:
[NSFuelBunker]
[NEFuelBunker]
[NFuelBunker]
[NFloodF]
[BBFuelBunkers]
[FuelBunkers]
[Floodf]

Greetings.

John Pancoast
09-24-19, 02:55 PM
With the h.sie method i get normaly two red lightballs when a Ship sinks intact. None when it breaks into pieces. I use some more entries in Zones.cfg as it states in the small docu:
[NSFuelBunker]
[NEFuelBunker]
[NFuelBunker]
[NFloodF]
[BBFuelBunkers]
[FuelBunkers]
[Floodf]

Greetings.

Ah ! The ship sinking method may have been making a difference in why I didn't see them.

So, you put the "Effect1....." text line in each of the zones you list vs. just the two he lists ?

Hebe Vollmaus
09-25-19, 01:12 PM
Ah ! The ship sinking method may have been making a difference in why I didn't see them.

So, you put the "Effect1....." text line in each of the zones you list vs. just the two he lists ?

Yes. :yeah:

John Pancoast
09-25-19, 01:56 PM
Yes. :yeah:

Thanks ! Still not working for me, but I made up a JSGME mod folder and have in installed so I'll give it more time.

Hebe Vollmaus
09-26-19, 12:09 PM
Thanks ! Still not working for me, but I made up a JSGME mod folder and have in installed so I'll give it more time.

Some more words for clarifying. My personal preference using more entries in Zones.cfg has no impact on my statement in post #14. It works with only the two initial entries.
But i like some more LightBalls. When a Ship sinks over astern, the bow is swimming vor a long time, so that the ship stays vertical in the water, the result can be awfull. The Lightball is then shout out nearly horizontal, strait over the waterline. The Fuelbunkers i use are generaly more effective, or better watchabel.

Greetings.

John Pancoast
09-26-19, 02:35 PM
Some more words for clarifying. My personal preference using more entries in Zones.cfg has no impact on my statement in post #14. It works with only the two initial entries.
But i like some more LightBalls. When a Ship sinks over astern, the bow is swimming vor a long time, so that the ship stays vertical in the water, the result can be awfull. The Lightball is then shout out nearly horizontal, strait over the waterline. The Fuelbunkers i use are generaly more effective, or better watchabel.

Greetings.


Understood, thanks. I'm surprised there isn't any texture/graphic file in the patch.
I looked in the .dat files, maybe I missed something in there.

Jeff-Groves
09-26-19, 08:34 PM
Some more words for clarifying. My personal preference using more entries in Zones.cfg has no impact on my statement in post #14. It works with only the two initial entries.
But i like some more LightBalls. When a Ship sinks over astern, the bow is swimming vor a long time, so that the ship stays vertical in the water, the result can be awfull. The Lightball is then shout out nearly horizontal, strait over the waterline. The Fuelbunkers i use are generaly more effective, or better watchabel.

Greetings.
What if you added a object with a pendulum controller?
Assign the flare zone to that and it should at lest be random.

Anvar1061
09-27-19, 12:11 AM
You need to download LSH3 v5.1. Between the optional mods, there is this mod you search.

What is the name of this mod for LSH?

Hebe Vollmaus
09-28-19, 03:43 AM
What if you added a object with a pendulum controller?
Assign the flare zone to that and it should at lest be random.

Wow. Thats why i come here, to learn new things!
But this object is beyond my knowledge today and willingness to invest more time.
What we get here is an additional Material to an existing mechanism already integrated in the game-mechanics. I am not shure on which place a pendulum object can be injected.

But on two tests, which naturaly results into Game-crash, i learned with the Help of the ID-Finder from S3D, that i do not need the "flare.dat", these items are already integrated in my Materials.dat. This saves a little Loadtime, Diskspace and Memory.
So thank you for animate me looking into this deeper.

Some other working Pendulum objects can be found in AC4.dat and the two Submarine-Turms IIA-IID.

Greetings.

Jeff-Groves
09-29-19, 03:10 PM
Some other working Pendulum objects can be found in AC4.dat


Yeah. I put those in for effects on the USS Cyclops Ghost Ship.
:03:

John Pancoast
10-10-19, 08:58 AM
Never could get this to work. No big deal.

John Pancoast
09-22-21, 01:02 PM
Decided to again try H.sie's patch via post #10 of this thread. I inserted the "Effect1=#distress_Flare, 100" line via the instructions and also tried via Hebe's idea in post #16 of this thread.
Still no workee. Patch files added via JSGME, fyi. Does the Effect1=#distress_Flare, 100 line need to be edited somehow, i.e. the "#" symbol changed ?

Mister_M
09-22-21, 01:39 PM
Decided to again try H.sie's patch via post #10 of this thread. I inserted the "Effect1=#distress_Flare, 100" line via the instructions and also tried via Hebe's idea in post #16 of this thread.
Still no workee. Patch files added via JSGME, fyi. Does the Effect1=#distress_Flare, 100 line need to be edited somehow, i.e. the "#" symbol changed ?

It looks like the name of a particle effect called from the Zones.cfg file. If yes, the name must be exactly the same as the name of the effect contained in particles.dat (Library).

:Kaleun_Wink:

Mister_M
09-22-21, 01:45 PM
When a Ship sinks over astern, the bow is swimming vor a long time, so that the ship stays vertical in the water, the result can be awfull. The Lightball is then shout out nearly horizontal, strait over the waterline.

I think this can be corrected without the use of any pendulum object, just by editing the particle effect.

John Pancoast
09-22-21, 02:13 PM
Thanks for the reply. The mod includes two .dat files; distressflare.dat and flare.dat that both go in the library folder.
No particles.dat file. :hmmm:

The distressflare.dat file does have a node with the same name as the Effect line above.

Mister_M
09-22-21, 02:48 PM
Thanks for the reply. The mod includes two .dat files; distressflare.dat and flare.dat that both go in the library folder.
No particles.dat file. :hmmm:

The distressflare.dat file does have a node with the same name as the Effect line above.

Yes ok, the effect just has to be placed in a xxxxxxx.dat file contained in the Library folder. It doesn't have to be in particles.dat. Just check that both files (distressflare.dat and flare.dat) don't have the same name for the particle node (#distress_Flare) ! It looks like that these files are redundant... :hmmm:

John Pancoast
09-22-21, 04:12 PM
Yes ok, the effect just has to be placed in a xxxxxxx.dat file contained in the Library folder. It doesn't have to be in particles.dat. Just check that both files (distressflare.dat and flare.dat) don't have the same name for the particle node (#distress_Flare) ! It looks like that these files are redundant... :hmmm:

Yes, I thought so too but both .dat files particle generator nodes have different names.
Strange.

Mister_M
09-23-21, 03:26 AM
If the ship doesn't launch any flare when sinking, it's probably because she has no zone with the effect attached to it... (have a look in ship.zon file).

ivanov.ruslan
09-23-21, 03:53 AM
Great idea, like in AOD :03:

John Pancoast
09-23-21, 07:22 AM
If the ship doesn't launch any flare when sinking, it's probably because she has no zone with the effect attached to it... (have a look in ship.zon file).

Right thanks. I've attached it to all the zones Hebe listed with no luck. I'll do some more digging around the ship files though, maybe there's some more zones able to be used.

John Pancoast
09-23-21, 07:26 AM
Great idea, like in AOD :03:

:up: Lots of AOD items haven been tried to be modded into Sh3. What's interesting is that it appears many have never even played AOD. :o
Still the King of the Hill imo. :)