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Old 04-21-11, 04:53 AM   #151
Hans Witteman
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Hi shipmates,

There is one chunk with no information it is call Eof (type 1002/0) anyone know what is it?

Also info on the blend controller and the ExtAnimCtl would be welcome.

Best regards Hans
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Old 04-21-11, 11:00 AM   #152
danasan
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Default EoF

Hi Hans,

let me make an uneducated guess on "EoF" :

It might be: End of File and could be used by the OS to find the end of a file if it is f.x. in a couple of fragments on the HDD or simply when to end computing the file.

danasan
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Old 04-21-11, 11:41 AM   #153
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I thought those 'End of line' mechanics are a thing from the past....or (Tron movies!)
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Old 04-21-11, 03:15 PM   #154
Anvart
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Marking chunks in dat-files...
Chunk: Type 0, subType 0, dataSize 0 ---> Data block begin (game data);
Chunk: Type 0, subType 1, dataSize 0 ---> Data block end;
Chunk: Type 1002, subType 0, dataSize 0 ---> End of File.
...
the rest... look hints in S3D...
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Old 04-21-11, 03:52 PM   #155
Hans Witteman
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Quote:
Originally Posted by Anvart View Post
Marking chunks in dat-files...
Chunk: Type 0, subType 0, dataSize 0 ---> Data block begin (game data);
Chunk: Type 0, subType 1, dataSize 0 ---> Data block end;
Chunk: Type 1002, subType 0, dataSize 0 ---> End of File.
...
the rest... look hints in S3D...
Hi Anvart,

Thank for explaining mate, desperately searching for a trigger conditions for the flood but it's not easy because choice are very limited.

I know order work but it would be darn stupid to make the user call the flooding with keyboard shortcuts, it would be like asking the user to commit suicide in his own boat!

I wonder if dll code injection could give us that trigger?

Best regards Hans
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Old 04-21-11, 04:40 PM   #156
reaper7
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Quote:
Originally Posted by Hans Witteman View Post
Hi Anvart,

Thank for explaining mate, desperately searching for a trigger conditions for the flood but it's not easy because choice are very limited.

I know order work but it would be darn stupid to make the user call the flooding with keyboard shortcuts, it would be like asking the user to commit suicide in his own boat!

I wonder if dll code injection could give us that trigger?

Best regards Hans
May be something h.sie could help with in his exe patch
http://www.subsim.com/radioroom/showthread.php?t=174225
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Old 04-21-11, 10:28 PM   #157
Hans Witteman
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Default Some success

Hi shipmates,

After lot of testing i finally had some success with some conditions!



The Hullintegrity is working i can trigger the animation with it also the OnHitGreaterthan it is working but non practical i will try others conditions tonight.

But at last we have a conditions that is working so in worst case scenario we can have hullintegrity to trigger the animation so imagine you pass the 90% Hullintegrity and then it trigger the water flooding animation so if i made the water raising level animation really slow then it could become an acceptable way of making it work.

But still if you managed to repair your boat i need a conditions to stop the water flooding?

At least when your hullintegrity start to lower it always mean you are getting damage not necessary flooding but for immersion factor i think we could live with flooding link to hullintegrity!

What your opinions gentleman's?

Edit: It is getting better and better it also work with the conditions HasDamageOn whoopiiiiii this one have a counter condition call NoDamageOn so this way it is more realistic.

Best regards Hans
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Last edited by Hans Witteman; 04-21-11 at 10:43 PM.
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Old 04-21-11, 10:39 PM   #158
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My Opinion ? Thank You ALL for all the hard work.
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Old 04-21-11, 10:47 PM   #159
Hans Witteman
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Quote:
Originally Posted by FIREWALL View Post
My Opinion ? Thank You ALL for all the hard work.
Hi mate,

Thank my friend and now it is even better it also work with HadDamageOn and i can stop it with NoDamage.

My wish was to control it via HasFlood and NoFlood but these conditions are not working unfortunately but hey i can live with flooding trigger by underdamage condition since now repairing your boat will trigger the flood to recede

Best regards Hans
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Old 04-21-11, 11:18 PM   #160
FIREWALL
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Thx Hans This mod takes SH3\GWX to another level.
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Old 04-21-11, 11:37 PM   #161
Hans Witteman
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Quote:
Originally Posted by FIREWALL View Post
Thx Hans This mod takes SH3\GWX to another level.
You are welcome mate and i think that flooding trigger by under damage is a pretty acceptable solution.

Now i will only have to make the water raised slowly and another animation with water lowering slowly and we have more immersion factor.

Before putting the final touch i will wait to see if DD or privateer had a better solution than mine like i say ideally i would have link it with Hasflood but it working only on particle systems not on meshanimation.

Another way would have be to make you trigger the flood via keyboard command but this one sound goofy!

i can picture it Kaleun CTRL+F and flood raising


Best regards Hans
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Old 04-22-11, 12:48 AM   #162
Hans Witteman
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Hi shipmates,

Ok so now everything is working fine except for 1 point when i enter the no damage state conditions the water recede animation loop!

Any advice on how to arranged the SMC to make the loop stop when No_Damage?

There must be a way to ask for the animation to play on No_Damage and to start another conditions that stop the animation?

I know i could have used the StopAnim but i would not have the water receding this way.

Best regards Hans
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Old 04-22-11, 01:44 AM   #163
Hans Witteman
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Default More issues

Hi shipmates,

Unfortunately i ran into another problem when the conditions/actions StopAnim is launch the water animation stop the animation loop when the water is up instead of down

There must be a way! Sorry for the false alarm i am getting there just need to figured out a way to do it via SMC

There always something more to figure when you play with those SMC.

Best regards Hans
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Old 04-22-11, 06:58 AM   #164
skwasjer
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You can use timers to run parallel with the animation. Set the timer to be triggered at the same length the animation runs, and when the timer triggers, then stop the recede anim and jump back to the initial loop where you check for damage. You have to really carefully plan the code flow to prevent any problems. Or perhaps I don't understand correctly, dont know...
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Old 04-22-11, 12:28 PM   #165
Hans Witteman
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Quote:
Originally Posted by skwasjer View Post
You can use timers to run parallel with the animation. Set the timer to be triggered at the same length the animation runs, and when the timer triggers, then stop the recede anim and jump back to the initial loop where you check for damage. You have to really carefully plan the code flow to prevent any problems. Or perhaps I don't understand correctly, dont know...
Hi skwasjer,

By the way i loved your band tune

Even if i used timer they won't make the animated water invisible

I think the only way is to make another actions calling a second water mesh that would be under the boat floor .

Because what i have notice so far is that you can add as much actions as you want and they are all triggered one after the other.

I just tried to find an invisibility expressions and i think there is none for SH3 can you confirm that?

Best regards Hans
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