Thread: [WIP] Lighthouses mod
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Old 07-20-17, 08:07 PM   #323
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by Kendras View Post
Mmh, why not ? Especially the gas tank for the light which could explode ...


You read in my mind

Could you help me setting the new zones I set?

Code:
[ReinforcedTower]
Multiplier=1.000000
Flotability=0.000000
HitPoints=1
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[ConcreteTower]
Multiplier=1.000000
Flotability=0.000000
HitPoints=1
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[StoneTower]
Multiplier=1.000000
Flotability=0.000000
HitPoints=1
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[BrickTower]
Multiplier=1.000000
Flotability=0.000000
HitPoints=1
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[MetalTower]
Multiplier=1.000000
Flotability=0.000000
HitPoints=1
Effect1=Effect1=#Fire_small, 70
Effect2=#Fire_big, 100
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[SkeletalTower]
Multiplier=1.000000
Flotability=0.000000
HitPoints=1
Effect1=Effect1=#Fire_small, 70
Effect2=#Fire_big, 100
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[GasCylinder]
Multiplier=3.000000
Flotability=0.000000
HitPoints=5
Destructible=Yes
Effect1=#Small_splinter_explosion_no_halo, 100
Effect2=#Fire_big, 100
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[LanternRoom]
Multiplier=1.000000
Flotability=0.000000
HitPoints=1
Destructible=Yes
Effect1=Effect1=#Fire_small, 70
Effect2=#Fire_big, 100
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[LanternBig]
Multiplier=1.000000
Flotability=0.000000
HitPoints=1
Destructible=Yes
Effect1=#Small_splinter_explosion_no_halo, 100
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[LanternSmall]
Multiplier=1.000000
Flotability=0.000000
HitPoints=5
Destructible=Yes
Armor Level=1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None
'Tower' zones should be used with main lighthouse buildings, the remaining zones are for their 'equipments'. Towers are ordered in what I think should be a decreasing order of Armor Level/Hit Points, but I leave it on you. Among them, imo only metal and skeletal towers should have fire effects , due to them being likely painted with flammable enamel paints. LanterSmall should be used with small lanterns, like the one of the La Plate lighthouse; I think a well aimed 20mm round should be capable of disabling it. LanternBig is meant for Fresnel lenses. Disabling them should take something bigger, or several 20mm rounds. I have set GasCylinder's Hit Points and Armor level to 5 and 1 respectively (that's the only zone I really worked on, all the other zones have more or less the same basic settings). A single 20 mm round hitting it should be able to destroy it. Explosion and fire effects are triggered at 100% damage, as I thought that gas explosion is an "all or nothing" phenomenon. feel free of adding other zone type you might think of. That's all I think
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