View Single Post
Old 09-15-07, 02:12 AM   #170
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Well I just figured out how to use a controller that I found in one of the .act files in the \Ubisoft\SilentHunterIII folder. This controller lets me add time delays to events. I have since added time delayed events to the fire_small event. They are:

these time delays start accruing time as soon as the fire_small is visible (and these apply to EACH fire_small that pops up )

- a time delay of 15 seconds that when expired causes a Small_crewmans_splinter_explosion01 event (bodies and debris in the air - morbid yes but great eye-candy!!). Thinking here is first responders to the fire and explosion happens right after fire starts
- a time delay of 45 seconds that when expired causes a Splinter_crewmans_explosion01 (more bodies and debris in the air). My thinking on this was that the crew is trying to fight the fire and while doing so a seconday explosion happens.
- a time delay of 120 seconds that when expired causes a Splinter_crewmans_explosion01 event and then 1 second after that a Small_splinter_explosion event. Thinking here is fire has been raging for 2 minutes and combustibles got hot and exploded for a terciary explosion while crew was fighting fire.

I had to add new sounds to the Small_crewmans_splinter_explosion01 (tied bomb_explosion to it) and Splinter_crewmans_explosion01 (tied splinter_explosion) to it as no sounds existed for them.
This mod is shaping up rather nicely now!!

Will work on others tomorrow and specifically new time delayed events to torpedo explosion.
TheDarkWraith is offline   Reply With Quote