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#46 | ||||
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In any case, adding the appropriate damage boxes to the two scope objects through UBoot_Sensors.zon, should be enough to make them vulnerable. Quote:
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- Copy it to the correct location and rename it appropriately. Using the deck gun as an example, you should have a Deck_Gun_GE88mm.zon file located in data/Objects/Guns. - Open the file in Silent3ditor and delete all its controllers. - Open Deck_Gun_GE88mm.GR2 in Goblin, merge it to the newly created zon file, and add the new damage boxes as you would do normally ![]() |
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#47 |
Admiral
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#48 | ||
Navy Seal
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@ Gap, you are the savior! ![]() ![]() Quote:
![]() Just tell me one more thing, which controller do not belong here? ![]()
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... Last edited by vdr1981; 09-10-13 at 11:19 AM. |
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#49 |
Navy Seal
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Also, Room_EXT - Torp Doors + Anim.GR2 doesn't have it's own .sim file...Does this mean that i need to create one sim file with one wpn_SubTorpedoSys controller for each tube hatch? Something like this?
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#50 | |||
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![]() ![]() a few more head-ups: - many objects are formed by separated parts, and they are linked together hierarchically. For U-boat guns we have generally a fixed base (fitted on the deck), the mounting/pedestal (which rotates around its y axis) and the gun itself (rotating around the x axis) which, on turn, is often split in a "body" (including the breech and the back part of the gun) and one or more muzzles. There can also be other smaller parts, but we can ignore them. When adding damage boxes to a gun, you can link it to its root (the fixed base) and make it to envelop the remaining parts or, better, you can give each part its own box with a peculiar damage zone set in it. If, for instance, the mount had a shield, you can assign to it a zone with an higher AP setting than other parts, thus protecting them from enemy fire. Moreover, boxes will move together with their parent objects, thus better envelopping the whole object. - no matter how many boxes you have assigned to a gun (or to any other SH5 object), model parts which are lower hierarchically will be destroyed when one of the parts containing them, i.e. their parent(s), are destroyed; this becomes evident when you give hierarchically high objects a zone which is tagged as 'destructible=yes': when their HP's reach 0, they will be ripped off together with their children objects. - you can link a box to a non-child object, so that, when the box is detsroyed, both the parent object and tje linked object are destroyed. Quote:
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- .zon: contain controllers whose function is to control the way an object interacts with other object, giving or receiving damage from them; - .dsd: used for sound controllers; - .cam: used for camera controllers (firts person views, scope views, gun sights, etc); - .fx: used for linking special effects to an object; - .val: used mostly for ships wake controllers; - .prt: used for linking an object to a second object in another file; - .sim: this is the most widely used file type, and it can contain a big variety of controllers whose function is generally to set the way an object moves, behaves or works. One last note: every object, particle or controller got an unique id and a parent id (you can see them more easily by opening one of the aforementioned files in s3d). This is the way they are linked to each other and referred to in game. Rarely node/bone names are used instead. When you merge two files in Goblin Editor, it sorts automatically controllers with the same parent Id, and it list them under the appropriate object when you click on one of them. Quote:
![]() The wpn_cannon controller, indeed. Governing the way guns work, ts place is in the sim file. ![]() |
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#51 |
Navy Seal
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Gap, now you sound like Observer
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#52 | ||
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![]() I have been studying a lot game files (and other's mods) in the last two years, I have digged in the forums for informations, and I have disturbed people who have more experience than me when I couldn't figure out things by myself ![]() Quote:
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#53 | |
Admiral
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#54 | ||
Navy Seal
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#55 | |||
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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:
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:
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[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 ![]() 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 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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#56 | |||
Navy Seal
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Sry for late replay, i wasn't at home...
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http://img51.imageshack.us/img51/4280/kk7d.jpg If i understood this correctly, obj.extensible conntroler should be disabled when HP reach 0, right? 3. Well, after excessive fire from destroyer and when 0% is shown in damage meny, i guess it should be o HP,right? Quote:
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Best regards... Vecko ![]() The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update ![]() PDF Install Instructions How to report an issue ![]() If You wish to support my work... |
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#57 | ||||
Navy Seal
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![]() Moreover, IIRC, at least for some U-boat models New UIs replaces the regular periscope models with the "twisty" type (obs_periscop_wire and atack_periscop_wire). You should add collision spheres and damage boxes to them too. ![]() Quote:
- each scope got its own SH3ZonesCtrl controller in UBoot_Sensors.zon; - the SH3ZonesCtrl controller contains sphere(s) and a box covering at least part ot the 3d model. Collision spheres are dispensable on some equipments, as the game can use the spheres of the main unit (the U-boat hull in our case), but since the scopes can protrude considerably from boat's profile, it is better having them in this particular case. Another important element of SH5 damage, are collision meshes, i.e. a low poly 3d model which, similarly to spheres and boxes, contains the visible model. Among the items contained in UBoot_Sensors.GR2, only the pedestal UZO and another sensor which I couldn't identificate got collision spheres. I hope this is not going to be a problem. ![]() Quote:
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![]() This is the link to the 3d model which is functionlly related to each equipment set in upc files. Some equipments, like the torpedo tubes, miss a model but are linked (I ignore how... maybe it is hardcoded) directly to their respective controller on the main unit (wpn_SubTorpedoSys for t-tubes). This can be a problem for our purposes. I only hope that the animated torpedo doors referenced in wpn_SubTorpedoSys are not there just for eyecandy. Talking about periscopes, it is even more complicated. We have six equipment definitions. The first two (one for obs and one for attack scope) are classified functionally as "PeriscopeBody", and are not linked to any 3d object. The last four have a functionality type "PeriscopeHead", and each of them is linked to one of the 3d periscopes contained in UBoot_Sensors.GR2. I ignore why scope functionalities have been split in two though. ![]() |
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#58 | ||
Navy Seal
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![]() I think i'll do a bit more research, if nothing, i'll concentrate my efforts to merge all the changes so far in order to make first official version of the mod for all playable submarines...I have also some interesting ideas for equipment repair times, for example, to make that engines or batteries after receiving damage could never be repaired to 100% of functionality and so on... Quote:
![]() And also , why so many scopes in sensor.gr2? Shouldn't there be only two?
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#59 | ||
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![]() Your test also demonstrates the limit that I was talkin about in my previous post: not being linked to any particular 3d object, torpedo tube equipment set in the upc file keeps being operational even after the torpedo doors objects are destroyed. Maybe there's a workaround for this, but it is going to be tricky ![]() Quote:
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#60 | ||
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