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#5 |
Electrician's Mate
![]() Join Date: Dec 2008
Posts: 133
Downloads: 132
Uploads: 0
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So far this is what I've learned about the functions in the Zones.cfg file. I figured why not put this out there so a poor sob like I was 2 days ago could just search and learn.
Multiplier= Hitpoints times this number= damage to the hull. Good for explosives like fuel tanks and ammo bunkers. Not a antenna... Flotability= Not sure of the formula. But at 100 if it's filled you're on a quick trip to the bottom. HitPoints= The maximum amount of damage this object can take before it's destroyed. It appears that it also affects repair times. Destructible= The destroyed model for this equipment will show if it's set to yes. If there is one. Armor Level= HE shells do little to no damage unless their AP value is higher than this number. Critic Flotation= Untested. But I'm pretty sure this is a multiplier vs flotation when there has been a critical hit. Critical= If set to "No" then the equipment cannot be critted. Critical Chance= The chance to be critted. Father= Where the object belongs. IE: Antennas belong on the Tower. FloodingTime= The time in seconds it takes to fully flood if left unattended. CargoType= If set to "fuel" you will lose fuel if this is destroyed. Likewise with ammo. |
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