SUBSIM Radio Room Forums



SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997

Go Back   SUBSIM Radio Room Forums > Silent Hunter 3 - 4 - 5 > SH5 Mods Workshop
Forget password? Reset here

Reply
 
Thread Tools Display Modes
Old 05-13-11, 06:16 PM   #1
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Stormfly View Post
OMG thats so cool, do you also have a sound trigger... i have a very good fitting sound for it
It's an effect that is called when % damage to sub is greater than value specified. Not sure what kind of sound you would place on this. All it does is emit smoke at certain places around the sub. I have total control of when certain smokes emit and when they cease emitting. It's basically scripted based on % damage to sub.
TheDarkWraith is offline   Reply With Quote
Old 05-13-11, 06:18 PM   #2
SteelViking
The Old Man
 
Join Date: Mar 2010
Location: U.S.A.-East Coast
Posts: 1,587
Downloads: 86
Uploads: 4
Default

Holy crap! This is amazing TDW. I have poked around with trying to get internal smoke to work, with no results of course.

My hat is off to you
__________________

He sank 198,650 tons....who you ask?....Erich Topp, that's who!
SteelViking is offline   Reply With Quote
Old 05-13-11, 07:20 PM   #3
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

Quote:
Originally Posted by TheDarkWraith View Post
It's an effect that is called when % damage to sub is greater than value specified. Not sure what kind of sound you would place on this. All it does is emit smoke at certain places around the sub. I have total control of when certain smokes emit and when they cease emitting. It's basically scripted based on % damage to sub.
ohh there is a nice scene in "Das Boot" where the interrior catch on fire...(aviable in german and english) that would fit perfect, smoke could start, and with a little delay sound would play a voice "fire on board" together with a sound of a fire estingisher and caughts of the crew... after the sound finished about 10 seconds, the smoke can continue for a minute or longer

...a perfect solution would be if the sound source have a 3d position, playing in 3d then.
__________________
Stormy......


Last edited by Stormfly; 05-13-11 at 07:30 PM.
Stormfly is offline   Reply With Quote
Old 05-13-11, 07:34 PM   #4
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Stormfly View Post
ohh there is a nice scene in "Das Boot" where the interrior catch on fire...(aviable in german and english) that would fit perfect, smoke could start, and with a little delay sound would play a voice "fire on board" together with a sound of a fire estingisher and caughts of the crew... after the sound finished about 10 seconds, the smoke can continue for a minute or longer

...a perfect solution would be if the sound source have a 3d position, playing in 3d then.
Yeah, you just reminded me that I need to add fire to the inside also
TheDarkWraith is offline   Reply With Quote
Old 05-13-11, 07:44 PM   #5
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default



...say can you also trigger smoke if the batterys are damaged ? ...that would simulate acid leaks into bilge reacting with water (maybe different color).

later when we have a working snorkel, smoke could also come from the engine room if the snorkel cut below surface, simulating exhaust gas depressure into the boats interrior, again with caughts of course
__________________
Stormy......

Stormfly is offline   Reply With Quote
Old 05-13-11, 07:47 PM   #6
TheDarkWraith
Black Magic
 
Join Date: Jun 2007
Posts: 11,962
Downloads: 147
Uploads: 5


Default

Quote:
Originally Posted by Stormfly View Post


...say can you also trigger smoke if the batterys are damaged ? ...that would simulate acid leaks into bilge reacting with water.

later when we have a working snorkel, smoke could also come from the engine room if the snorkel cut below surface, simualating exhaust gas depressure into the boats interrior, again with caughts of course
Right now it's pretty limited what can be scripted. As always the devs included no list of commands for the scripting of events So it's up to use to try and figure out what they are I know 3 or 4 of them but there is probably a whole lot more commands

The good thing is that each compartment of the sub has it's own 'damage model' and thus the scripting of effects is controlled per compartment based on damage.
TheDarkWraith is offline   Reply With Quote
Old 05-13-11, 07:54 PM   #7
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

thats good to hear, maybe you could use compartments then which have batterys for acid smoke triggered by 30% damage or something, but all compartments triggerred for normal smoke by 50% and catch additional fire by having 70% of damage... but with a lenght limitation.

this effects could maybe restart if a smoke/fire effected compartment got an additional damage of 10% (or higher) over first trigger initiation value.
__________________
Stormy......


Last edited by Stormfly; 05-13-11 at 08:14 PM.
Stormfly is offline   Reply With Quote
Old 05-13-11, 08:20 PM   #8
Stormfly
Serial Port Protector
 
Stormfly's Avatar
 
Join Date: Sep 2002
Posts: 1,424
Downloads: 370
Uploads: 0
Default

...say do you have a direct control on the boats CO2 level ?
__________________
Stormy......

Stormfly is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -5. The time now is 02:44 AM.


Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.