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:hmm: I'm confused about the delay... don't you have secondary explosions taking place? How come you can trigger those with a delay, but not the flare? Edit: also, if your flare trigger is not ship-specific, does that mean military ships will also send up flares? (trying to be constructive here not critical :)) |
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Any ship that receives a torpedo impact from your sub (and maybe others??) will send up a flare. |
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Personally, if my ship were hit by even one torpedo I would be sending up flares all over the place in the hope that someone spots the attacking sub.
I have no problem with one torpedo=one flare; the flares don't last long anyway. |
I don't know, only an idea: can be the trigger "torpedo impact" or "she´s going down"?
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spent almost all day working on this 'flare' problem. Here's what I've been able to come up with through some thinking WAY outside of the box and clever coding and trickery:
a new 'gun' has been created in the guns.dat file that is called 5InchStarShellGun with a barrel for it named 5InchStarShellGun_barrel. New code to support it was also made for the guns.sim and shells.sim files. This new gun is not visible but will fire it's shells. The only shells it has are 'HE' shells but they're not really HE (here's the clever trickery part). They are in fact starshells set to burst at a range of 650. Now here's where more clever coding comes into play: this new gun is attached to the ships (merchant) as a new cfg#Mxx node. Now when the enemy AI 'sees' you this new gun becomes active and will fire starshells at you high up in the air to a) warn others and b) illuminate a big round piece under it to make you (hopefully) more visible. This new gun fires it's shells at an angle (elevation) of anywhere from 35-55 degrees and can train the full 360 degrees (both AI controlled). The reload time is set so that after you are first 'seen' it takes time for the AI crew to load the gun and fire it. After each round is fired another round doesn't fire until the visible starshell isn't visible anymore + ~15 seconds more. I have given the new gun a total of 30 shells. I will hopefully have a preview available tomorrow for testing. My testing of it so far shows no problems. :rock: |
:D :up: :rock:
I am in awe! |
Wow, that are grand news RB! Keep up with the mojo!
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An elegant solution. Good work!:up:
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You cease to amaze me RB!:up:
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keep your words. we want some screens!
:rock: |
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Could there be a problem with different guns.dat files? I could bet that GWX and WAC will not use the same file.:huh: Kind regards |
Awesome!
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