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but I use ONLY the exhaust mod.
Racerboy??? Privateer??? |
hip hip hura
Hello!
After a month of isolation from the Internet.. And since I can't find anyone to get drunk.. :wah: Since that damn lion eating ass..le day is tomorrow and I hate it.. :wah::wah: I uploaded the new version of this mod, version 7.1 :D 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.. :doh: 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"? :) http://i297.photobucket.com/albums/m...ic7/crazy1.jpg |
Great news asanovic7, installing now :up:
Best regards. Fubar2Niner |
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 |
I am lost..
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finally
Found some people for beer..
Finally.. :yeah: |
good to see the effects mod I made is still alive and thriving. Good work! :DL
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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Racerboy your a Star ---- Thanks for all the tips and help your giving |
hello to all,
does anybody knows how i can make the smoke that comes out of funnels darker? thank you |
Hi!
Does the old SbootZones file works also for that version? |
:D
understood now....no problems!:O: magnificent work as usual:up: |
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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. |
And if I want to get a cool mushroom explosion every time I hit the middle of a ship?
:D |
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