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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. |
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So, you put the "Effect1....." text line in each of the zones you list vs. just the two he lists ? |
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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. |
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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. |
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Assign the flare zone to that and it should at lest be random. |
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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. |
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Never could get this to work. No big deal.
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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 ? |
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:Kaleun_Wink: |
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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. |
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