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View Full Version : Help with LWAMI 3.11 mod (regarding dead targets)


cmbconcretefire
05-19-15, 10:08 PM
Hello,

Please tell me what I need to change in the .ini (or whatever other file I need to change) so that if I launch 2 torps at a sub/surface contact and the 1st torp hits *and kills* the target, the 2nd torp WILL ALSO "hit" the target and explode.

As it stands now, using LWAMI 3.11, If I launch 2 torps at a target and the first one kills the target, the 2nd torp will just go right through the target as if it wasn't even there.

It's a small gripe but it bothers me to no end. Please help.

In the above scenario, I'm always driving the Akula and I ALWAYS launch 2 torps back to back. It seems unrealistic to me that if 1 torp hits the target and the 2nd torp is 2 seconds behind the first that the second one will just continue on it's merry way.

PS.... if I do (or can) change this value, how will that effect game play or the mod in general? Will it break the mod if I change this value?

Thanks.

cmbconcretefire
05-27-15, 09:09 PM
113 views. No replies. :/\\!!

Pirate
05-28-15, 02:03 AM
Well, the dangerouswaters.ini won't do you anything with that for sure.
Most objects AI is controlled by the doctrine files in the doctrine folder, but in this case I'm afraid not even changing doctrines will solve that.

I'm pretty sure it's a hard-coded issue, that once the platform is destroyed it no longer is a destructible object.

Sorry.

cmbconcretefire
05-28-15, 02:37 PM
Hmmmm..... I could have sworn in Stock DW + 1.04, torps would still home in and kill or explode on dead platforms. Such as a sinking sub..., etc. I could be wrong.

Seems like I read (or dreamed) that one of the new mods made it so torps would no longer engage dead platforms. Seems like it was LWAMI but again, I could be wrong.

If someone could confirm or deny that it's just always been this way then I will feel better. :)

FPSchazly
05-28-15, 05:04 PM
It doesn't happen in Sub Command. I definitely have memories of missiles/torpedoes engaging and exploding on dead platforms in Dangerous Waters, and 99.9% of my memories are of stock Dangerous Waters. Who knows what's really at play here?

Pirate
05-29-15, 02:56 AM
If stock DW (and I haven't played stock DW for ages, maybe since first lwami came out, now I play my personal custom mod based on RA1.39) has torps exploding on dead platforms and lwami hasn't, then it has to be on the doctrine files used for the torps.
If I remember correctly, lwami does not make hard-coded changes to dll files.
Hence, why they never added new controllables.
Which doctrine file in particular? It's a matter of checking out the database and see which doctrine file is used by which torpedo.