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If you attach an invisible 3D model (liferaft that is 10X wider and longer) to the lifeboat you will make it more stable in water. The game engine will use the resultant bounding box for the entire object (visible and not visible) to determine physics affects (pitch and roll from waves) :|\\
Attach a Collisionable object controller to the lifeboats and you should be able to shoot them and destroy them (sink them) also. |
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IIRC it can cause problems when inserting spy missions are called for. The Spec.Ops boat bumps into your Sub and you end up sinking it, and therefore are unable to complete those missions. Just a Thought............... |
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The first issue is beyond my skills, and I think it's good to keep this simple. If you want to try it... :DL Quote:
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''June 12, 2010 Modified Version of LifeBoats&Debris for Sh3 V2A. By Iambecomelife. ================================================ Compatible with stock game and any big mod. ================================================ Description: Modified version of static Lifeboats & Debris mod. Contains wooden lifeboats, liferafts, crewmen clinging to debris, and improved skins by myself and DKruger. Special thanks to Rubini, Privateer, Racerboy, and the other creators of the original lifeboat mod, plus various other effects mods.''... so maybe you need to ask him who made the sound to give credits if you want to use that one:hmmm: About the sh file in your place i will take the one made by stormy in the Stormys DBSM SH5 v1.3 additional crew sounds beta6 ... i will add the new entries that will be available soon in zedi mod for dolphins, iceberg, buoys and whales... and i wll add the entry from your life boats mod... than your sh file will be compatible with all sh files from subsim... so no need to make like optional |
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Will this work as stand alone? Im about to release very soon a test version of the new campaign with mines &stuff + the new ships and I try to avoid conflicting files.
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the only problem I see (and is probably why the devs left these out) is that they are a unit (a ship to be exact) and the game engine has a hard time dealing with many units at once (your system will be brought to it's knees with too many units - saw this happen with spawned mines). So if you sink many ships in a convoy and they all spawn lifeboats your system will probably start crawling. You can see this happen in convoys that contain many units as is.
The lifeboats being a ship will not disappear. They follow the same 'rules' as the other ships in the game as far as de-spawning. I'll dig through the exe file and see if I can't find a way to limit the number of lifeboats being spawned per ship. If we can cut this number down to say max 3-4 per ship I think we'll be ok. @Zedi: there will be no conflicts with your campaign work |
or we use the shark, he also spawns with a little delay destroying some lifeboats by ramming them, he maybe need to be declared as an axis DD, the liveboats have to be declared allied sub`s unable to dive ?
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New 1.0 version update! Contains roster entries to all nations, Stoainm's floating tweaks and optional sounds. Feedback is more than welcome. :DL
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...just tested them, looks good with that new balancing, man the sounds are great ecspecially together with this new additional sample THX guys :up:
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And does somebody know what these actually mean in the cfg file: SurvivalRate=0 SurvivalPercentage=10 These are the values for my lifeboats, not very nice positive numbers. But is it somehow linked to despawning? There is also coming a new version later, fine tuned and tweaked with help from friends... |
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ohh just had a nice party with over 20 of them after a big liner went down, i decided to navigate directly in the middle of the group... sounds great, no lags or anoying things happened :D |
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