Quote:
Originally Posted by Racerboy
good to see the effects mod I made is still alive and thriving. Good work!
Now asanovic7 you need to become familiar with the zones.cfg file. Learn how to read and use that file and you can make new effects/events. Take this example lifted from version 1.0 SHIII's zones.cfg file:
[Funnels]
Multiplier=1.000000
Flotability=0.000000
HitPoints=15
Destructible=Yes
Effect1=#Splinter_explosion, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[Antennae]
Category=Radio
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=Yes
Effect1=#Small_splinter_explosion_no_halo, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[Mast]
Multiplier=1.000000
Flotability=0.000000
HitPoints=8
Destructible=Yes
Effect1=#Small_splinter_explosion_no_halo, 100
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
[ASWweapon]
Category=ASW Weapons
Multiplier=1.000000
Flotability=0.000000
HitPoints=10
Destructible=Yes
Effect1=#Small_crewmans_splinter_explosion01, 100
Armor Level=5
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
Crash Depth=0.01
See these items highlighted in yellow? Do they look familiar? These are events/effects and they come from the particles.dat file. The number on the end is the amount of the damage (in percents) the effect starts from. So for funnels with 15 hitpoints once all 15 hitpoints are used up the Effect1 is fired. You CAN have multiple events of the same type or different types (with different percents). Does this turn on any lightbulbs yet?? 
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Racerboy your a Star ---- Thanks for all the tips and help your giving