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-   -   [WIP] SH4 effects for SH3 (https://www.subsim.com/radioroom/showthread.php?t=121609)

TheDarkWraith 09-22-07 09:18 AM

Quote:

Originally Posted by onelifecrisis
Quote:

Originally Posted by Racerboy
let's talk about flares. What do you all think should be the trigger(s) for the flare(s)? Currently I have a flare being produced by the ship under attack whenever a torpedo impact happens on it. This holds true for every torpedo impact - if you torpedo the ship 4 times in a row due to a salvo being used then 4 flares will appear. Not much I can do about this so I ask should I removes this, change it to something else, leave it, or ??
Should there be an additional trigger(s) for producing flares?

Not sure what can and can't be done, but if you want just one flare to go up, maybe try to trigger it when the spotlights turn on? Also, can the flare be delayed a second or two? A flare going up a few moments after the first torpedo hit would be more realistic than one that goes up instantly :up:

What you speak of probably can be done but would require the editing of every ship used in the game to make it work (if could be done). I have tried to use my delay controller for this but it doesn't work correctly. Thus as soon as torpedo impact the flare shoots up and is visible currently.

onelifecrisis 09-22-07 09:28 AM

Quote:

Originally Posted by Racerboy
What you speak of probably can be done but would require the editing of every ship used in the game to make it work (if could be done). I have tried to use my delay controller for this but it doesn't work correctly. Thus as soon as torpedo impact the flare shoots up and is visible currently.

I see.

: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 :))

TheDarkWraith 09-22-07 09:36 AM

Quote:

Originally Posted by onelifecrisis
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?

I can trigger the seconday (and terciary and so on) with a time delay if they don't have movement from the source (the point of impact per se). Since the flare moves (shoots up - or attemps to with the delay) I haven't been able to make it shoot up with the delay added. It always wants to stay on the plane of the water. The moment I take the delay away it shoots up. Baffling really and I can't figure out why. The only thing that seems to be the problem is when I use the delay it has to create an object that's based on 0000000000000000 as the parent ID whereas when I incorporate the flare into the torpedo explosion it's based on that ID as the parent. Seems to be the only logical explanation. That %$&*!@# 0000000000000000 as a parent ID is throwing more wrenches into my plans than anything else! :damn:

Any ship that receives a torpedo impact from your sub (and maybe others??) will send up a flare.

onelifecrisis 09-22-07 09:45 AM

Quote:

Originally Posted by Racerboy
Quote:

Originally Posted by onelifecrisis
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?

I can trigger the seconday (and terciary and so on) with a time delay if they don't have movement from the source (the point of impact per se). Since the flare moves (shoots up - or attemps to with the delay) I haven't been able to make it shoot up with the delay added. It always wants to stay on the plane of the water. The moment I take the delay away it shoots up. Baffling really and I can't figure out why. The only thing that seems to be the problem is when I use the delay it has to create an object that's based on 0000000000000000 as the parent ID whereas when I incorporate the flare into the torpedo explosion it's based on that ID as the parent. Seems to be the only logical explanation. That %$&*!@# 0000000000000000 as a parent ID is throwing more wrenches into my plans than anything else! :damn:

Any ship that receives a torpedo impact from your sub (and maybe others??) will send up a flare.

How about using the funnel smoke as the parent ID instead of 0000.... ?

AtlantikEel 09-22-07 09:55 AM

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.

coronas 09-22-07 12:19 PM

I don't know, only an idea: can be the trigger "torpedo impact" or "she´s going down"?

TheDarkWraith 09-23-07 01:11 AM

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:

AtlantikEel 09-23-07 01:27 AM

:D :up: :rock:
I am in awe!

Myxale 09-23-07 04:32 AM

Wow, that are grand news RB! Keep up with the mojo!

coronas 09-23-07 05:25 AM

An elegant solution. Good work!:up:

onelifecrisis 09-23-07 05:30 AM

Quote:

Originally Posted by Racerboy
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:

Good thinking batman! Sweet :up:

Reece 09-23-07 06:35 AM

You cease to amaze me RB!:up:

urfisch 09-23-07 07:12 AM

keep your words. we want some screens!

:rock:

A6Intruder 09-23-07 07:44 AM

Quote:

Originally Posted by Racerboy
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:


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

sh3rules 09-23-07 10:57 AM

Awesome!


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