Log in

View Full Version : Crew on Merchant Ships


cwelt
05-28-06, 11:44 AM
Alright, I have seen a few screenshots of people doing the hollywood style cartwheels after thier ship has been hit by deck gun fire or torpedoes, is this a MOD or is this people with really good photoshop skills adding them in for effect?? If it is a MOD can someone tell me which one so I can grab it. Thanks

WolfyBrandon
05-28-06, 12:02 PM
Its a mod,and can be found at the link below.

"Real Damage Mod For 1.3 and New DC/Sonar Fix (10.6kb) by gouldjg & Jungmans. It adds exploding crew members to different areas of ships and planes, was not hard to do and it’s mainly for the eye candy guys like myself. (Watch carefully and you will see crew being thrown from the planes in a random fashion or thrown from ships life boats and command decks). It has strengthened the upper parts of many of the ships, as someone said; it looked silly when a BB command deck gets blown of bye the U-boat deck gun. Oil leaks appear on sub when taking damage. No more exploding conning tower because it was impossible to immediately destroy the U-boat once the conning was blown off. The DD keel as been strengthened to reduce chance of flooding after collision with sub conning tower. Increased the flooding probabilities as the new DC does damage at 15 metres and not 50, this looks more realistic when externally viewing. Made it so you do not immediately die, however it does take some good co-ordination and crew management to recover now. More chance of sinking out of control while trying to recover from flooding, I had a great time sinking and managing to gain control at 200 mtrs, hair raising stuff. Remember this is depending on various factors and not necessary all the time as it is impossible to balance the game to do this all the time. To compensate for the realistic fans, I have added a couple of explosives on the sub in varying places where a direct DC hit could and I stress could cause extra damage. The good thing is that as long as you have made a copy of your original Zones. CFG and followed the backup instructions when installing Jungmans mod, you can easily roll back."

Download:
http://www.subsim.com/subsim_files/patches05/Hollywood_part_2.rar

Wolfy

gouldjg
05-28-06, 12:24 PM
That vesion is a bit old now so beware in case you are using new mods

If you open zones.cfg and scroll down to common items on the ships, you will see sections like this

[ASWweapon]
Category=ASW Weapons
Multiplier=1.0
Flotability=0.0
HitPoints=9
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 100
Armor Level=12.5
Critic Flotation=0.30
Critical=No
FloodingTime=59.99
CargoType=None
Crash Depth=0.01

The effect is what happens each time a thing is hit,

All I did was to add the effect to other things on the ship or in some places on the planes

e.g.

[Mast]
Multiplier=1.0
Flotability=0.0
HitPoints=8
Destructible=Yes
Effect1=#Small_splinter_explosion_no_halo, 100
Armor Level=12.5
Critic Flotation=0.30
Critical=No
FloodingTime=59.999996
CargoType=None

I would change that effect to have the crewman explosion etc


Now if you look at the 100, this means the ammount of damage before effect goes off. SO I could have Effect1=#Small_crewmans_splinter_explosion01, 10

This means the crew will exp[lode every 10 %.

Some things to note are as follows,

You can have upto 2 effects per item, i.e. effect 1 and then effect 2.

I suggest just looking at what i did and then decide on how much you want and how to order it.

Easy peasy simple as that

hope this helps

Good luck

cwelt
05-28-06, 04:03 PM
Thanks a bunch.. can't wait to give this a go. I also am looking for the "eye candy" so this will be great