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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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:03: |
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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Strange. |
If the ship doesn't launch any flare when sinking, it's probably because she has no zone with the effect attached to it... (have a look in ship.zon file).
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Great idea, like in AOD :03:
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Still the King of the Hill imo. :) |
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