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Old 09-11-13, 01:10 PM   #11
gap
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Join Date: Jan 2011
Location: CJ8937
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Quote:
Originally Posted by vdr1981 View Post
This won't work...All periscopes are fully functioanl when HP reach 0%...
I have a few questions, if you don't mind:

1 - to which bones have you attached exactly the scope damage boxes?
2 - which zones have you used for the new boxes?
3 - since the periscopes keep working, how do you know that their HP's have reached 0? Have you made them destructible?

Quote:
Originally Posted by vdr1981 View Post
Also nothing... i even tried to create new sim file for torpedo door animation and to copy wpn_SubTorpedoSys controller settings from main submarine .sim file
You don't need to do it: since the controller contains references to the external tube models, the game should know already that they are functionally related to the torpedo launching. I am surprised that after moving the controller, torpedo tubes still worked. Try this instead: in the Tubes section of wpn_SubTorpedoSys, add the full path to the animated tube models. E.g:

NSS_Uboat7a_Door01_FRU_anim,data\Submarine\NSS_Ubo at7a\Submarine Parts\Room_EXT - Torp Doors + Anim

instead of:

NSS_Uboat7a_Door01_FRU_anim

Quote:
Originally Posted by vdr1981 View Post
HP reach 0% but tubes are fully functional... I think, it must be somethink because of UPC files settings...Some linking or something...
from data\UPCDataGE\UPCUnitsData\Weapons.upc:

Code:
[Weapon 10]
ID= TorpedoTube533Ger
NameDisplayable= 53.3cm Torpedo Tube
FunctionalType= WpTorpedoTube
WeaponInterval= 1930-12-01, 1946-12-01
WeaponSlotType= TorpedoTube
AmmoTypesAccepted= T1Torpedo, T1Fat1Torpedo, T2Torpedo, T3Torpedo, T3Fat2Torpedo, T4Torpedo, T5Torpedo, T7Torpedo, T11Torpedo, T1Lut1Torpedo, T3Lut2Torpedo
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0   		;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	Jam,			0,	0,	NULL,	1,	0.3,	0.2
DamageDescription2= NULL,	0,	1,	0,	0.5,	1,	Chamber Explosion,	50,	5,	NULL,	1,	2,	10 ;skill over 1 for unserviceable/destroyed gun
Look at the two DamageDescription rows, third entries from last. They set efficency reduction (as a fraction of 1, where 1 = 100% efficiency loss) at various damage levels. As you can see they bot are set to 1

The same for periscopes (in Equipment.upc):


Code:
[Equipment 18]
ID=EqpAttackPeriscope
NameDisplayable= Attack Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	4
DamageDescription2= NULL,	0.2,	0.6,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	10
DamageDescription3= NULL,	0.6,	1,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.2,	15

[Equipment 19]
ID=EqpObsPeriscope
NameDisplayable= Observation Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	4
DamageDescription2= NULL,	0.2,	0.6,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	10
DamageDescription3= NULL,	0.6,	1,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.2,	15

[Equipment 20]
ID=EqpAttackPeriscopeHead
NameDisplayable= Attack Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	4
DamageDescription2= NULL,	0.2,	0.6,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	10
DamageDescription3= NULL,	0.6,	1,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.2,	15

[Equipment 21]
ID=EqpObsPeriscopeHead
NameDisplayable= Observation Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	4
DamageDescription2= NULL,	0.2,	0.6,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	10
DamageDescription3= NULL,	0.6,	1,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.2,	15

[Equipment 22]
ID=EqpAttackPeriscopeHeadStealth
NameDisplayable= Attack Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop_wire,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	4
DamageDescription2= NULL,	0.2,	0.6,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	10
DamageDescription3= NULL,	0.6,	1,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.2,	15

[Equipment 23]
ID=EqpObsPeriscopeHeadStealth
NameDisplayable= Observation Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop_wire,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL,	0,	0.2,	0,	1,	1,	small malfunction,		0,	0,	NULL,	0.3,	0.4,	4
DamageDescription2= NULL,	0.2,	0.6,	0,	1,	1,	Misaligned Axis,		0,	0,	NULL, 	0.5,	0.4,	10
DamageDescription3= NULL,	0.6,	1,	0,	1,	1,	fuse blown,			0,	0,	NULL,	1,	0.2,	15
Up to 20% HP damage: 30% efficency reduction
from 20 to 60% HP damage: 50% efficency reduction
from 60% to 100% HP damage: 100% efficency reduction.

To the best of my knowledge, the problem is not in upc settings.
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