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-   -   [REQ] merchants firing starshells (https://www.subsim.com/radioroom/showthread.php?t=166092)

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

Quote:

Originally Posted by Arclight (Post 1332961)
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

Quote:

Originally Posted by Arclight (Post 1335122)
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

Quote:

Originally Posted by Arclight (Post 1335222)
*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...bcategoryID=51

http://www.sounddogs.com/results.asp...bcategoryID=44

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

http://www.findsounds.com/ISAPI/sear...ywords=whistle

Arclight 03-26-10 02:47 PM

Quote:

Originally Posted by urfisch (Post 1335394)
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

Quote:

Originally Posted by Arclight (Post 1482604)
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

Quote:

Originally Posted by TheDarkWraith (Post 1482610)
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.


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