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#16 |
Lieutenant
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Location: Germany
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With the h.sie method i get normaly two red lightballs when a Ship sinks intact. None when it breaks into pieces. I use some more entries in Zones.cfg as it states in the small docu:
[NSFuelBunker] [NEFuelBunker] [NFuelBunker] [NFloodF] [BBFuelBunkers] [FuelBunkers] [Floodf] Greetings. |
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#17 | |
Ocean Warrior
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So, you put the "Effect1....." text line in each of the zones you list vs. just the two he lists ?
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#18 |
Lieutenant
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Location: Germany
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#19 |
Ocean Warrior
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Thanks ! Still not working for me, but I made up a JSGME mod folder and have in installed so I'll give it more time.
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#20 | |
Lieutenant
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Location: Germany
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But i like some more LightBalls. When a Ship sinks over astern, the bow is swimming vor a long time, so that the ship stays vertical in the water, the result can be awfull. The Lightball is then shout out nearly horizontal, strait over the waterline. The Fuelbunkers i use are generaly more effective, or better watchabel. Greetings. |
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#21 | |
Ocean Warrior
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Understood, thanks. I'm surprised there isn't any texture/graphic file in the patch. I looked in the .dat files, maybe I missed something in there.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#22 | |
GLOBAL MODDING TERRORIST
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Assign the flare zone to that and it should at lest be random. |
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#23 |
Ocean Warrior
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#24 | |
Lieutenant
![]() Join Date: Jun 2010
Location: Germany
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But this object is beyond my knowledge today and willingness to invest more time. What we get here is an additional Material to an existing mechanism already integrated in the game-mechanics. I am not shure on which place a pendulum object can be injected. But on two tests, which naturaly results into Game-crash, i learned with the Help of the ID-Finder from S3D, that i do not need the "flare.dat", these items are already integrated in my Materials.dat. This saves a little Loadtime, Diskspace and Memory. So thank you for animate me looking into this deeper. Some other working Pendulum objects can be found in AC4.dat and the two Submarine-Turms IIA-IID. Greetings. |
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#25 |
GLOBAL MODDING TERRORIST
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#26 |
Ocean Warrior
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Never could get this to work. No big deal.
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#27 |
Ocean Warrior
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Decided to again try H.sie's patch via post #10 of this thread. I inserted the "Effect1=#distress_Flare, 100" line via the instructions and also tried via Hebe's idea in post #16 of this thread.
Still no workee. Patch files added via JSGME, fyi. Does the Effect1=#distress_Flare, 100 line need to be edited somehow, i.e. the "#" symbol changed ?
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"Realistic" is not always GAME-GOOD." - Wave Skipper ![]() |
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#28 | |
Grey Wolf
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#29 |
Grey Wolf
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I think this can be corrected without the use of any pendulum object, just by editing the particle effect.
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#30 |
Ocean Warrior
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Thanks for the reply. The mod includes two .dat files; distressflare.dat and flare.dat that both go in the library folder.
No particles.dat file. ![]() The distressflare.dat file does have a node with the same name as the Effect line above.
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