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Old 05-26-13, 09:06 PM   #15
gap
Navy Seal
 
Join Date: Jan 2011
Location: CJ8937
Posts: 8,215
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before...


...after

Do you notice anything? Yes, the destroyer is unharmed, but shee is putting up a smoke screen anyway, and the smoke is coming out from her funnels

What I have done:
  • created a dummy gun, firing dummy shells (took the idea from TDW and sergbuto );
  • added two new armament bones on top of the chimneys of the ship used for this test;
  • assigned the dummy gun to the two new gun linking bones through eqp file;
  • copied the smoke fx used by sober for its smoke screen and pasted it in a new dat file;
  • touched up a bit its particle generators (still far by perfect);
  • assigned the new smoke particles as muzzle flash effect of the dummy gun. That simple

Advantages of this method:
  • we don't need to give up any existing effect for getting smoke screen in game;
  • we can create as many different smoke screen types as we want, and assign them to our ships as we do with sensors and armaments;
  • we can decide which ships will lay smoke screens and which not;
  • we can set where on the ships the smoke will pour out (funnels, stacks on the deck, etc.);
  • ships don't need to be on fire for laying smoke screens: as long as they can fire their dummy guns against any enemy targets, they will start "smoking". When their enemies will disappear, they will stop emanating the smoke with a configurable delay;
  • ship's usage of smoke screen can be configured to some extent, by playing around with gun controller parameters
    (by now, I and Volodya have become quite familiar with them ).
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