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Old 02-07-09, 07:28 PM   #1
peabody
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Default [help] Zones.cfg

I am requesting help from anyone that understands the damage zones. I know there is a lot to it but if you could explain the entries in zones.cfg it would be a help to get me started. For example what they affect and something like "A higher number for this would do that." type of answer.

[EngineRoom]
Category=Engines Room
Multiplier=5.000000
Flotability=35.0
HitPoints=150
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=120
CargoType=None
Crash Depth=15

And in the ship.zon file. Are the spheres linked to hitpoints and the boxes affect damage to specific zones in the zones.cfg. I just don't understand the cause/effect relationship here.
I realize there is no simple answer to this question but any help is appreciated.

Thank you,

Peabody
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Last edited by peabody; 02-07-09 at 11:53 PM.
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Old 02-07-09, 08:57 PM   #2
Webster
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i dont have full understanding of it all but the little i know is that hit points are like the ships overall strength or stamina and armor level is like the skin thickness or punch through resistance.

the higher these two numbers the harder it is to damage that area, but finding the right balance of these numbers so it acts realisticly in the game can be very tricky with lots of trial and error.

PM observer, he is redoing the damage models for RFB and can probably give you a generic balance to set hit points vs armor levels.

as for flooding times and flooding damage i have no idea
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Old 02-16-09, 12:34 PM   #3
peabody
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Quote:
Originally Posted by WEBSTER
i dont have full understanding of it all but the little i know is that hit points are like the ships overall strength or stamina and armor level is like the skin thickness or punch through resistance.

the higher these two numbers the harder it is to damage that area, but finding the right balance of these numbers so it acts realisticly in the game can be very tricky with lots of trial and error.

PM observer, he is redoing the damage models for RFB and can probably give you a generic balance to set hit points vs armor levels.

as for flooding times and flooding damage i have no idea
Thank you Webster.
Peabody
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Old 02-16-09, 03:18 PM   #4
jmardlin
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Quote:
Originally Posted by peabody
I am requesting help from anyone that understands the damage zones. I know there is a lot to it but if you could explain the entries in zones.cfg it would be a help to get me started. For example what they affect and something like "A higher number for this would do that." type of answer.

[EngineRoom]
Category=Engines Room
Multiplier=5.000000
Flotability=35.0
HitPoints=150
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=120
CargoType=None
Crash Depth=15

And in the ship.zon file. Are the spheres linked to hitpoints and the boxes affect damage to specific zones in the zones.cfg. I just don't understand the cause/effect relationship here.
I realize there is no simple answer to this question but any help is appreciated.

Thank you,

Peabody
I am relatively sure that spheres are for the hull hit points and the boxes are for the compartments of the ship and weapons. Critical is if it affect the ship sinking or not. Raising hitpoints and flooding time would decrease the total damage flooding time would make it take longer to flood. Flotability should show how much effect the compartment being flooded would have on the ship raising it would make the ship sink easier or list more.
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Old 02-16-09, 08:46 PM   #5
peabody
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Quote:
Originally Posted by jmardlin
Quote:
Originally Posted by peabody
I am requesting help from anyone that understands the damage zones. I know there is a lot to it but if you could explain the entries in zones.cfg it would be a help to get me started. For example what they affect and something like "A higher number for this would do that." type of answer.

[EngineRoom]
Category=Engines Room
Multiplier=5.000000
Flotability=35.0
HitPoints=150
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=120
CargoType=None
Crash Depth=15

And in the ship.zon file. Are the spheres linked to hitpoints and the boxes affect damage to specific zones in the zones.cfg. I just don't understand the cause/effect relationship here.
I realize there is no simple answer to this question but any help is appreciated.

Thank you,

Peabody
I am relatively sure that spheres are for the hull hit points and the boxes are for the compartments of the ship and weapons. Critical is if it affect the ship sinking or not. Raising hitpoints and flooding time would decrease the total damage flooding time would make it take longer to flood. Flotability should show how much effect the compartment being flooded would have on the ship raising it would make the ship sink easier or list more.
Thanks, every little bit helps to understand how this stuff works. The Critical stuff had me a bit confused.

Peabody
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Old 02-20-09, 08:43 AM   #6
elanaiba
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Spheres are for collision... boxes are for damage, zones. Each box has a type setting with properties defined in zones.cfg

Look for one of my very old posts somewhere in the archives?
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Old 02-20-09, 10:49 AM   #7
peabody
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Quote:
Originally Posted by elanaiba
Spheres are for collision... boxes are for damage, zones. Each box has a type setting with properties defined in zones.cfg

Look for one of my very old posts somewhere in the archives?
Thank you, I will do that.

Peabody
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Old 10-23-11, 03:40 PM   #8
chrysanthos
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you are correct my friend peabody after 2 months of arguing with my computer trying to figure out where the hell are those damage zones i finally found them now the hard part starts....i start with your kongo and open ONLY the damage boxes and i change only the part it says armor-1 to 15....nothing so far no damage again...anyway i will try to the spheres tommorow after work...maybe i got lucky there see ya
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Old 10-23-11, 09:54 PM   #9
peabody
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Quote:
Originally Posted by chrysanthos View Post
you are correct my friend peabody after 2 months of arguing with my computer trying to figure out where the hell are those damage zones i finally found them now the hard part starts....i start with your kongo and open ONLY the damage boxes and i change only the part it says armor-1 to 15....nothing so far no damage again...anyway i will try to the spheres tommorow after work...maybe i got lucky there see ya
Well, I asked that over two years ago....

The damage is a combination of zones.cfg, the ship's UPC file and the ship's .zon file. In your case with the Kongo, the damage zones in the upc are from the sub files, but the damage zones in the .zon file are from the ship. So what that means is the ship WILL and does take damage, it can be sunk but it will not show in the damage screen on the "sub/ship".

As you know in order to make a ship playable it must have some of the sub's components so that is why there are ship files and sub files in the Kongo. And the zone numbers in the kongo.zon file do not match the numbers in the kongo.upc file, therefore the damage will not show no matter how much you change the values. All the zones have to be redone and as I mentioned to you before when I built the ships I did not know how. And now I do not have the time....

For example: If you look in the Kongo.zon you will find a zone controller with a type 81 zone. (in the Zones.cfg that is a "platform"). But if you do a search for that zone in the Kongo.upc or upcge (I forget which one it is) you will not find that zone. Therefore the damage will not show.

Peabody
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Old 10-24-11, 05:36 PM   #10
Mikemike47
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Zones.cfg

Quote:
Originally Posted by peabody View Post
I am requesting help from anyone that understands the damage zones. I know there is a lot to it but if you could explain the entries in zones.cfg it would be a help to get me started. For example what they affect and something like "A higher number for this would do that." type of answer.

[EngineRoom]
Category=Engines Room
Multiplier=5.000000
Flotability=35.0
HitPoints=150
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=Yes
Critical Chance=0.05
FloodingTime=120
CargoType=None
Crash Depth=15

And in the ship.zon file. Are the spheres linked to hitpoints and the boxes affect damage to specific zones in the zones.cfg. I just don't understand the cause/effect relationship here.
I realize there is no simple answer to this question but any help is appreciated.

Thank you,

Peabody
If I were you, I would contact Ducimus by private message. He did the mod Trigger Maru. I do not see him much on the forums of SH3, SH4 or SH5 anymore.
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Old 10-25-11, 04:02 PM   #11
chrysanthos
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ok...so if i get it right the whole sub upc file has to be rewrite again? oh my....that is a lot of work...maybe i should get a playble sub readme to see how to write them....since i am no good to readme file or microsoft word.....and no i am not complaining again ok?
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Old 10-25-11, 04:07 PM   #12
chrysanthos
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oh i totaly forgot to post 2 last pics from my experiments wait...

http://www.imagebam.com/image/282ee4155418100: this is from kongo not operational....i name her because she my little experiment and second pic

http://www.imagebam.com/image/08dd38155418559 and this is i must convert it to work....the perfect ship asashio as an example from my moder peabody
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Old 10-25-11, 06:53 PM   #13
peabody
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Quote:
Originally Posted by chrysanthos View Post
ok...so if i get it right the whole sub upc file has to be rewrite again? oh my....that is a lot of work...maybe i should get a playble sub readme to see how to write them....since i am no good to readme file or microsoft word.....and no i am not complaining again ok?
No, If I were you I would rewrite the .zon file using the zones that are in the ,upc file

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Old 10-26-11, 10:21 AM   #14
chrysanthos
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i will try to do that...are you sure its going to work??
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Old 10-27-11, 01:54 PM   #15
peabody
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Quote:
Originally Posted by chrysanthos View Post
i will try to do that...are you sure its going to work??
I noticed in your other post you have a picture of the Asashio and that uses the submarine.zon file, so the 'zones' in the .zon file match the 'zones' in the upcge file, that is why it works.
The problem with the Asashio is they are submarine zones, and do not have the same settings as what a destroyer would have. So it will take the same damage that a submarine would take. So to make it stronger, the zone values would need to be changed to make it stronger and that is quite time consuming. They definitely would take more damage than a BB, but it is one step in the right direction to get the zones working.

The other problem is that the Kongo was built using a US sub, I think the Gato, but the Asashio was built with a German sub so there are different files being used.

But the simple answer is that the zones in the .zon file need to use the same zone numbers as the zones in the .upc file. The main problem you will have is if it is not in the upc or upcge (for German) it will not show on the damage screen.

Peabody
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