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#1 |
Loader
![]() Join Date: Mar 2010
Location: Germany
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Dear friends,
Im working on the Release of my "JoC-SH3-WW1-Project". My project approaches the semi final. All my Ships of the release bevor are reworked and some bugs in the essential-pack are nearly fixed and my new models are finish. I found my old Shark-Project of 2008 on my disk and I whould it releas again in my new version. ![]() Now I have problems with the Zon-configuration. I would create a real kill mode for this shark. The Entries of Material-Dat and Partikles-Dat are finish and work without problems. Now, I will create in the zones.cfg a new Entry of Zon-Type, like "213=AnimalBlood", so I need the Program Damage Effect Editor, released by VanHelsching in 2007. Can anyone help me to find this program? Best Regards Jo
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#2 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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Hi mate,
Nice shark there, to my knowledge you don't need another program for this then S3d editor. Best regards Hans |
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#3 |
Loader
![]() Join Date: Mar 2010
Location: Germany
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Hello Hans,
My problem is not to create a zon-dat. I have many experiance with Silent3D. My problem is to create a new zon-entry in the zones.cfg At first I create a new material, like blood as a new material dat, like JoC-Materials. It works without problems. Then I create a new entry in a copy of Particles.dat. With ParticleGenerator I create a blood-trace. It works also without problems. I want a new entry of a damage-effect in the zones.cfg, so I need a algorhymus to create a new effect. As a zones-type I have the entry "213=AnimalBlood. With the program "GWX Damage Model version 1.9 February 2007, by VonHelsching" my measures would goin' to be a success. It could help me a lot. Thank you for your reply Best Regards Jo
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#4 |
Grey Wolf
![]() Join Date: Sep 2011
Location: Planet Earth
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try using the Particle.dat name of your animal blood as your effect name. Should work a charm. I hope.
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#5 | |
Ocean Warrior
![]() Join Date: May 2005
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One gamer's must-have mod is another gamer's waste of time. -Sailor Steve |
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#6 |
Loader
![]() Join Date: Mar 2010
Location: Germany
Posts: 84
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Hello Rubini, Hello all
I starts a privat message to Privateer. Thanks for your advice. For other thinks, I give you a lot of credits on my recent project. Best regards Jo
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#7 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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Hi mate,
You only need to add corresponding damage entry in zone.cfg as an ex: 192=pescarus ---------------------------------------- pescarus ---------------------------------------- [Pescarus] Multiplier=1.0 Flotability=0.0 HitPoints=10 Destructible=No Armor Level=-1 Critic Flotation=0.99 Critical=No FloodingTime=60 CargoType=None Crash Depth=75 Also don't forget to add box to your object because the box is link to the damage entry and as a bonus you can change destructible to yes and do an animated model of the shark with bullet holes slowly sinking to the bottom. Work fine here and here a thread explaining in detail damage and zone on another forum: http://forum.kickinbak.com/viewtopic.php?f=70&t=1378 Best regards Hans Last edited by Hans Witteman; 08-20-12 at 05:30 PM. |
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#8 |
Kaleun of U-3
![]() Join Date: Sep 2008
Location: somewhere in 1939
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Hi again,
I forgot some important infos, if you made a completely new .dat for the shark the game won't recognize it so if this is the case clone a small ship and remap all id and delete the stuff you don't need re import your shark model under the main ship node and everything should work fine. You can use the same procedure if you want to have destructible seagull use a plane node! Don't forget to modify the zone file link to the small ship to have less armor for a shark. Best regards Hans |
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