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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#226 |
Grey Wolf
![]() Join Date: Jan 2002
Location: New Tripoli, PA
Posts: 994
Downloads: 64
Uploads: 0
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but I use ONLY the exhaust mod.
Racerboy??? Privateer??? |
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#227 |
Captain
![]() Join Date: Mar 2008
Posts: 516
Downloads: 70
Uploads: 0
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Hello!
After a month of isolation from the Internet.. And since I can't find anyone to get drunk.. ![]() ![]() ![]() I uploaded the new version of this mod, version 7.1 ![]() Since I am too depressed to do some work on the front page of this thread.. ![]() ![]() About the new version, nothing much, some smaller addons and adjustments.. Why 7.1? I thought then it is funny, it would be too hard to change it.. Please, try it, and comment.. I did it a month ago.. The file is Rbs SH4 effects GWX 30 71.rar For really dead poet: Can you please change the name of this thread to "Rbs sh4 effects for gwx xx"? ![]() ![]() Last edited by asanovic7; 02-13-09 at 11:31 AM. |
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#228 |
Silent Hunter
![]() Join Date: Nov 2002
Location: London. UK
Posts: 4,180
Downloads: 279
Uploads: 0
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Great news asanovic7, installing now
![]() Best regards. Fubar2Niner |
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#229 |
Lieutenant
![]() Join Date: Sep 2006
Location: UK England
Posts: 264
Downloads: 55
Uploads: 0
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Forgive me asking this but i now assume it works with GWX 3 GOLD.
I found a link but not sure if it was the right one so could some kind soul put the correct one on here for a dummy comp user. Thanks |
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#230 |
Captain
![]() Join Date: Mar 2008
Posts: 516
Downloads: 70
Uploads: 0
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#231 |
Captain
![]() Join Date: Mar 2008
Posts: 516
Downloads: 70
Uploads: 0
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Found some people for beer..
Finally.. ![]() |
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#232 |
Black Magic
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good to see the effects mod I made is still alive and thriving. Good work!
![]() Now asanovic7 you need to become familiar with the zones.cfg file. Learn how to read and use that file and you can make new effects/events. Take this example lifted from version 1.0 SHIII's zones.cfg file: [Funnels] Multiplier=1.000000 Flotability=0.000000 HitPoints=15 Destructible=Yes Effect1=#Splinter_explosion, 100 Armor Level=-1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [Antennae] Category=Radio Multiplier=1.000000 Flotability=0.000000 HitPoints=8 Destructible=Yes Effect1=#Small_splinter_explosion_no_halo, 100 Armor Level=-1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [Mast] Multiplier=1.000000 Flotability=0.000000 HitPoints=8 Destructible=Yes Effect1=#Small_splinter_explosion_no_halo, 100 Armor Level=-1 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None [ASWweapon] Category=ASW Weapons Multiplier=1.000000 Flotability=0.000000 HitPoints=10 Destructible=Yes Effect1=#Small_crewmans_splinter_explosion01, 100 Armor Level=5 Critic Flotation=0.300000 Critical=No FloodingTime=59.999996 CargoType=None Crash Depth=0.01 See these items highlighted in yellow? Do they look familiar? These are events/effects and they come from the particles.dat file. The number on the end is the amount of the damage (in percents) the effect starts from. So for funnels with 15 hitpoints once all 15 hitpoints are used up the Effect1 is fired. You CAN have multiple events of the same type or different types (with different percents). Does this turn on any lightbulbs yet?? ![]() |
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#233 | |
Lieutenant
![]() Join Date: Sep 2006
Location: UK England
Posts: 264
Downloads: 55
Uploads: 0
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#234 | |
Lieutenant
![]() Join Date: Sep 2006
Location: UK England
Posts: 264
Downloads: 55
Uploads: 0
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Racerboy your a Star ---- Thanks for all the tips and help your giving |
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#235 |
Hellas
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hello to all,
does anybody knows how i can make the smoke that comes out of funnels darker? thank you |
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#236 |
Captain
![]() Join Date: Aug 2007
Location: Modena,Italy
Posts: 486
Downloads: 36
Uploads: 0
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Hi!
Does the old SbootZones file works also for that version?
__________________
"A hard drill makes an easy battle" Alexander V. Suvorov ![]() "When we realized that our clubbing and kickings were being administered by the burned, mutilated survivors of our handiwork, we found we could take it with less prejudice." Captain Richard "Dick" O'Kane-USS Tang http://www.youtube.com/user/willembrock |
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#237 |
Captain
![]() Join Date: Aug 2007
Location: Modena,Italy
Posts: 486
Downloads: 36
Uploads: 0
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![]() understood now....no problems! ![]() magnificent work as usual ![]()
__________________
"A hard drill makes an easy battle" Alexander V. Suvorov ![]() "When we realized that our clubbing and kickings were being administered by the burned, mutilated survivors of our handiwork, we found we could take it with less prejudice." Captain Richard "Dick" O'Kane-USS Tang http://www.youtube.com/user/willembrock |
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#238 | |
Black Magic
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Effecti=xxxx (i is the next incremental number) Effect1=small_fire, 50 Effect2=big_fire,75 Effect3=splinter_explosion,100 this would give a small fire at 50% of the object's hitpoints, then a big fire at 75% of the object's hitpoints (CUMULATIVE - this means the big fire could be placed on TOP of the small fire - watch out for this), and finally a grand explosion at 100% of the object's hitpoints. I use this to make oil slicks and such. At 25% damage I have compartments start oozing out fluids, oil, coolant, etc. depending on what the compartment is. Then depending on the compartment, it's gets a different type of explosion (or no explosion) once all 100% of hitpoints are used. |
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#239 |
Captain
![]() Join Date: Aug 2007
Location: Modena,Italy
Posts: 486
Downloads: 36
Uploads: 0
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And if I want to get a cool mushroom explosion every time I hit the middle of a ship?
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__________________
"A hard drill makes an easy battle" Alexander V. Suvorov ![]() "When we realized that our clubbing and kickings were being administered by the burned, mutilated survivors of our handiwork, we found we could take it with less prejudice." Captain Richard "Dick" O'Kane-USS Tang http://www.youtube.com/user/willembrock |
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#240 | |
Black Magic
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