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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#16 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
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As I get it done and he will add what he feels works best for the Die Slowly Mod that he made. See we were both working on the same thing in a way for Effects but he came out with it before I did so I am letting him handle the actual Mod. Because he came up with some idea's I didn't think about and I am working on stuff
he didn't think about so it is a combined effert and he has another friend helping him out as well in testing and now Bindow is helping to test as well. |
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#17 |
Stowaway
Posts: n/a
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Actually, I just wanted to know if teh effect could be had as a seperate mod, rather than having to use the Die slowly mod, to avoid conflicts with my current mod setup.
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#18 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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The effect is called Oil_trace. Just open your Zones.cfg files and add it where are the other effects into fuel bunkers and engine rooms... Example : ;************************************************* ****** ;NEW ESCORT ;************************************************* ****** [NEEngineRoom] Category=Engines Room Multiplier=5.0 Flotability=1.0 HitPoints=50 Destructible=No Armor Level=100 Critic Flotation=0.3 Critical=Yes Critical Chance=0.5 FloodingTime=600 Crash Depth=75 CargoType=Oil Effect1=#Splinter_explosion, 100 Effect2=#oil_explosion, 25 Effect3=#Fire_small, 30 Effect4=#Oil_trace, 50 You must to try and test, try and test... up to you become satisfied with your results. ![]() |
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#19 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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Zone's file as a Mod
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#20 | |
Sea Lord
![]() Join Date: Jan 2002
Location: San Martin de los Andes, Neuquen, , Argentina.
Posts: 1,962
Downloads: 10
Uploads: 0
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#21 |
Eternal Patrol
![]() Join Date: Apr 2007
Location: Waterbury, CT. USA
Posts: 2,336
Downloads: 0
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Listen how about we change all cargo's to distructable but not the command decks or funnels or nav decks. Looks funny with cargo's still intact on the decks but Everything else gone. I think keeping the ships parts intact would look better for an effect. You can still get explosions out of those area's like they are destroyed but keep them in tact for astetics.
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#22 | ||
Ace of the Deep
![]() Join Date: Apr 2007
Location: in a convergance zone
Posts: 1,186
Downloads: 3
Uploads: 0
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__________________
Leiser und tödlicher edler Ritter der Tiefe ![]() ![]() Corsair Vengeance M70; ASUS Crosshair V Formula-Z; FX 8350; Asus 7870; Samsung SyncMaster 2243SWX; coolmax CUG950B 950w psu; 8GB Kingston HyperX DDR3; Corsair M4 SSD 128GB, WD 1TB; x18 DVR212D; 7SP1 |
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#23 |
Swabbie
![]() Join Date: Jun 2011
Location: Minnesota
Posts: 12
Downloads: 81
Uploads: 0
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Oil
I have seen that if you hit a Tanker just right spot the "sweet spot", and the ship breaks in 2, sometimes oil does appear,
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#24 |
Grey Wolf
![]() Join Date: Oct 2011
Location: Washington State
Posts: 977
Downloads: 126
Uploads: 0
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Can't you see that the last post was in 2007?
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#25 |
Grey Wolf
![]() Join Date: Oct 2011
Location: Washington State
Posts: 977
Downloads: 126
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His request was 4 years ago.
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#26 |
Grey Wolf
![]() Join Date: Oct 2011
Location: Washington State
Posts: 977
Downloads: 126
Uploads: 0
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I didn't see any request on here?
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