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Old 11-08-05, 02:00 AM   #16
rogerbo
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Here is a link to a thread http://www.subsim.com/phpBB/viewtopi...605&highlight=
in here i have posted a torpedo.zon file with which you can Sink ANY Ship with 1 Hit :rotfl: How ever there is a warning to it You MUST be over 300M away from the target (sure once because the Torpedo is a dud below that range but also you would blow yourselfe out of the water with this)
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Old 11-08-05, 02:02 AM   #17
Jungman
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Quote:
Was not aware that anyone had been able to change the maximum hit points for a ship?
Yes, even your own sub.zon to get your "Hull" to last longer for a fun death experience.


Quote:
Sink ANY Ship with 1 Hit
That is your infamous 'Nuclear Torpedo" made awhile ago, Rogerbo.
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Old 11-08-05, 02:55 AM   #18
Der Teddy Bar
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Quote:
Originally Posted by Jungman
Quote:
Was not aware that anyone had been able to change the maximum hit points for a ship?
Yes, even your own sub.zon to get your "Hull" to last longer for a fun death experience.


Quote:
Sink ANY Ship with 1 Hit
That is your infamous 'Nuclear Torpedo" made awhile ago, Rogerbo.
Can someone 'show' me how? Pretty please :rotfl:
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Old 11-08-05, 03:04 AM   #19
rogerbo
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Teddy Bär, it's easy but Dangerous as it is a secret weapon of the Marine only available for super ueber Kaleuns. LOL
but if you wan't to know, change the MinEff and MaxEff to aprox.
8000 and change the range to aprox. 300 - 400 Meters. Now all in that radius get's hit by that torpedo, if you attack a Convoy this will blow up only 1 ship as they are further apart then the 300m so you would need to increase the Range, however the disadvantage of this is clear as biger the range as biger your Shoting distance MUST be or you sink yourself LOL, Do make the changes slowly as i experienced some CTD when i did enter wrong datas in the .zon file.
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Old 11-08-05, 05:17 AM   #20
Der Teddy Bar
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rogerbo,
I was actually after the ships
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Old 11-08-05, 06:23 AM   #21
rogerbo
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Teddy Bär the Hit points of the Ships ??

As Jungman wrote there in the zon file of the corresponding ship.
The entry you'r looking fore is one of the last entrys in that file so it's rather easy to find. Use a HexEditor and note that values are in that backward Float Integer single point
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Old 11-08-05, 07:40 AM   #22
Der Teddy Bar
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Quote:
Originally Posted by rogerbo
Teddy Bär the Hit points of the Ships ??

As Jungman wrote there in the zon file of the corresponding ship.
The entry you'r looking fore is one of the last entrys in that file so it's rather easy to find. Use a HexEditor and note that values are in that backward Float Integer single point
I must confess to being a Hex Editor Idiot

I can see where you are refering to, but Hit_Points 00 00 00 7a 43 0f 00 00 00 mean didely squat to me :rotfl: This is in the NKSQ_.zon file....
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Old 11-08-05, 09:07 AM   #23
rogerbo
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Quote:
Originally Posted by Der Teddy Bar
Quote:
Originally Posted by rogerbo
Teddy Bär the Hit points of the Ships ??

As Jungman wrote there in the zon file of the corresponding ship.
The entry you'r looking fore is one of the last entrys in that file so it's rather easy to find. Use a HexEditor and note that values are in that backward Float Integer single point
I must confess to being a Hex Editor Idiot

I can see where you are refering to, but Hit_Points 00 00 00 7a 43 0f 00 00 00 mean didely squat to me :rotfl: This is in the NKSQ_.zon file....
O.k. lets explain

In the hexeditor you have normaly the Ofsets then the hex values and on the far right txt. ehwn you see on the right Hit_Points place the cursor at the end of that , then look at the left side where the cursor is there (should look like 7300 ) Now from here it starts. the line would look like this

7300 0000 7A43 0F00 for us the important part is

0000 7A43 It is a Floating integer

you can open the Base Converter adjust to Raw Hex , Float(32)

now when you enter 437A0000 in the Hex field you get 250 in the Decimal field which are the Hit Points for this Ship.

If you change now the entry to 0000 7A44 the Hit points are increased to 1000 and with 0000 7A45 you'r on 4000 and so on.

I hope this will help
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Old 11-09-05, 09:15 AM   #24
timetraveller
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Guys,

I wrote a rule for the NKSQ unit, covering hit points, crash depth, and crash speed.

Right click and Save Target As if it comes up as text in a browser window:
www.delraydepot.com/tt/unit_hit_points_zon.rul

The file path is specific for the NKSQ ship. Change the path to any unit, including subs. It will then work for all.

Hint:
When the rule is loaded in Sh3 File Analyzer, click Choose Path, browse for the unit file, then click Path=. It will put a path line on your clipboard. Paste it over the NKSQ path line.

Or:
Remove the Path= line altogether from the rule and use Choose Path each time just before you want to run the rule.

I've also added the new rule to the general Rules package download.

www.delraydepot.com/tt/Rules.zip

Have fun.

TT
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Old 11-09-05, 09:27 AM   #25
rulle34
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Quote:
Originally Posted by timetraveller
Guys,

I wrote a rule for the NKSQ unit, covering hit points, crash depth, and crash speed.

Right click and Save Target As if it comes up as text in a browser window:
www.delraydepot.com/tt/unit_hit_points_zon.rul

The file path is specific for the NKSQ ship. Change the path to any unit, including subs. It will then work for all.

Hint:
When the rule is loaded in Sh3 File Analyzer, click Choose Path, browse for the unit file, then click Path=. It will put a path line on your clipboard. Paste it over the NKSQ path line.

Or:
Remove the Path= line altogether from the rule and use Choose Path each time just before you want to run the rule.

I've also added the new rule to the general Rules package download.

www.delraydepot.com/tt/Rules.zip

Have fun.

TT
That's just great TT
Can you please make a rule for the "Torpedo.zon" file as well? Would really like to mixture with torpedo explosive powers as well, because I want to try to make a mod where torpedos are different as they where in real.
I hope it's not to much work with this
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Old 11-09-05, 11:32 AM   #26
timetraveller
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Quote:
Originally Posted by rulle34
That's just great TT
Can you please make a rule for the "Torpedo.zon" file as well? Would really like to mixture with torpedo explosive powers as well, because I want to try to make a mod where torpedos are different as they where in real.
I hope it's not to much work with this
I'll have a closer look at that Torpedo.zon file. I see there are 11 categories. That matches the 11 torps in the game. At first I don't see a way to identify which torp each belongs too. I'll figure something out.

TT
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Old 11-09-05, 12:18 PM   #27
rulle34
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Great TT and big thank's for trying
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Old 11-09-05, 12:25 PM   #28
Marhkimov
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Much thanks timetraveller!
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Old 11-09-05, 01:25 PM   #29
timetraveller
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Okay my fellow underwater explosive freaks. Here's a rule for Torpedo.zon for SH3 File Analyzer.

In it you can modify MinEF, MaxEF, MinRadius, and MaxRadius for each torpedo. Maybe a nuclear torpedo?

PLEASE READ THIS: I have had to guess at which torpedo is which, and I hope I have them correct. In the .zon file they have no identifiers, but they *should* follow the same order as in the Torpedo.sim file, and that's the order I used (that's the order you will see in SH3 Inspector in the Torps section).

Torpedo.zon rule.
Right click and Save Target As:
www.delraydepot.com/tt/Torpedo_zon.rul

Again, all rules are in the new Rules package:
www.delraydepot.com/tt/Rules.zip

Could someone make some changes to a few torps and let me know if I have the naming correct? Thanks.

TT
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Old 11-09-05, 01:33 PM   #30
rulle34
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This is just great timetraveller
Big thank's and I promise I wont make any nuke torps :P
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