New boat ..thank you very much for taking your time and creating something for all of us to enjoy...oh ya FOR FREE HELLO. I used to mod SH2 and could never understand when someone was less than polite when reviewing it .
Now back to to the mine problem CB's mine a static torpedo was a fix for mines in SH2 I wrote some test mission using them and they worked great....except they were contact torpedos(SH2 did not have magnetic torpedos coded there was some basic work done in the "Unit"files but the SDK codes never reconized these files (sorry I degress)
Now SH3 does have magnetic torpedos I am no hex editor but could we not increase the collision model of the torpedo to "simulate" a greater area of "trigger" for the magnetic torp???
I don't know how SH3 relates to unit files but I am sure we could use the current mine model (visually) and link it to a modded torp and we might be set.
any thoughts ?
Vader
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Never Forget!
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