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Old 09-16-05, 10:44 AM   #31
Col7777
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@ Jungman,

I opened the Zone.cfg but couldn't find the Crate float = 30 or the float = 10 in the Troops section, any help appreciated.
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Old 09-16-05, 06:56 PM   #32
iambecomelife
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Quote:
Originally Posted by Sawdust
Quote:
Originally Posted by Soviet_Warlord
Oh yes, they often picked up fresh food from the ship if the supplies were floating on the surface.
Yeah, I read of one instance when a U-boat found a bunch of fresh butter from a sunken ship. They ate a bunch on the way back to port, and all of the crewmen took some home with them to their families (wrapped in cloth, I guess, due to wartime Tupperware shortages)) after docking!
I remember a pic of a U-boat that had pillaged a sunken merchant's cargo of tires in order to help with the homefront rubber shortage. However, I'm not sure how much that would have helped, since submarines obviously did not have much cargo capacity.
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Old 09-16-05, 10:26 PM   #33
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Hi guys,

Looks like you're on the right path so I hope more minds converge on this so we can come up with a solution.

I don't know if this is going to be any help, but I was looking through some other files with a hex editor to see if there were any references to the debris field.

I was looking through the SH3Collisions.act file (which I don't know if it can be modified or not without screwing up the game); down at address 0001A57C through the next 3 lines it references: Debris..Controller for object debris....SH3ZonesCtrl.
Then down at address 0001A7B8 it references: ObjectRemains...The visual effects when distroying the object........r...r...r...s...s...r..Object..The name of the object to remain instead.
You can also find stuff if you search for: SinkingEffects (0001BAB6) in that file too.

If you look at the lines in that area, it looks like some kind of sphere to define the area for this action to take place. Dunno?

Like I said, I don't know if it helps our cause or not but maybe it will give someone with more experience a better lead on how to manipulate the right file to achieve the effect we're seeking.

PS- I don't know if anyone has come across this or not before, I tried to search the forum but no hit, but I found a dolphin in the DLF.dat file that has DLF_comun.tga skin for the dolphin. I was trying to find out how to use this in-game; like having some dolphins ride the bow of my sub - eye candy stuff. Is it just one of those coulda woulda shoulda ideas the devs put in but never activated? I was just trying to find out how the seagulls were implemented and maybe a similar way could be devised to get this in-game for the dolphins, but I guess this requires a SDK.

Good luck on the endevour!



Happy hunting!

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Old 09-16-05, 10:34 PM   #34
Rubini
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Quote:
PS- I don't know if anyone has come across this or not before, I tried to search the forum but no hit, but I found a dolphin in the DLF.dat file that has DLF_comun.tga skin for the dolphin. I was trying to find out how to use this in-game; like having some dolphins ride the bow of my sub - eye candy stuff. Is it just one of those coulda woulda shoulda ideas the devs put in but never activated? I was just trying to find out how the seagulls were implemented and maybe a similar way could be devised to get this in-game for the dolphins, but I guess this requires a SDK.
Excellent find Hunterbear.
What a day for SH3. So many news in one day...oh God...where are we going?

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Old 09-17-05, 12:55 AM   #35
Kpt. Lehmann
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lol I found the dolphin .tga file about a month ago and just thought it was an "Easter egg."
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Old 09-17-05, 03:17 AM   #36
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Quote:
Originally Posted by Hunterbear
I was looking through the SH3Collisions.act file (which I don't know if it can be modified or not without screwing up the game); down at address 0001A57C through the next 3 lines it references: Debris..Controller for object debris....SH3ZonesCtrl.
Then down at address 0001A7B8 it references: ObjectRemains...The visual effects when distroying the object........r...r...r...s...s...r.. Object..The name of the object to remain instead.
You can also find stuff if you search for: SinkingEffects (0001BAB6) in that file too.

Hmmm, would that perhaps refer to being able to place in a different 'debris' item instead of the default? Such as life-boats full of people spawning in the explosion and sitting on the surface for the specified amount of time :hmm:
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Old 09-17-05, 12:27 PM   #37
Jungman
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Col7777

Zone.cfg

[OilLeak]
Multiplier=1.000000
Flotability=0
HitPoints=100
Destructible=No
Armor Level=-1
Critic Flotation=0.400000
Critical=No
Effect1=#Oil_trace, 20
FloodingTime=120
CargoType=None
---------------------
[CargoMerchandise]
Multiplier=1.000000
Flotability=20.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[Cargo1]
Multiplier=1.000000
Flotability=20.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[Cargo2]
Multiplier=1.000000
Flotability=20.000000
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

[CargoTest]
Multiplier=1.000000
Flotability=100.000000 (Never sink test?)
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996 (Sink time?)
CargoType=None

[Troops]
Multiplier=1.000000
Flotability=10.000000 (No very good at floating on water)
HitPoints=50
Destructible=No
Armor Level=-1
Critic Flotation=0.300000 ( Quick sinking, Men sink once hit water)
Critical=No
FloodingTime=70
CargoType=None

[CargoLST]
Multiplier=1.000000
Flotability=30.000000
HitPoints=60
Destructible=No
Armor Level=-1
Critic Flotation=0.300000
Critical=No
FloodingTime=59.999996
CargoType=None

They are there, try fiddle with the numbers, I never tested them. I know these affect the objects float time and sink rate.
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Old 09-17-05, 02:25 PM   #38
WolfyBrandon
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Quote:
Originally Posted by Kalach
Hmmm, would that perhaps refer to being able to place in a different 'debris' item instead of the default? Such as life-boats full of people spawning in the explosion and sitting on the surface for the specified amount of time :hmm:
That would be awesome if that could be moded. In the movie named Sink The Tanker, and at one point the captian says he believes that the destroyer is turning away and going to pick up surviors. If that could actually be done within the game it could make some easy targets of some surface ships

Quote:
Originally Posted by Jungman
They are there, try fiddle with the numbers, I never tested them. I know these affect the objects float time and sink rate.
Great Work Jungman!

Wolfy
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Old 09-17-05, 02:44 PM   #39
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Have you seen these guys out fishing lately?


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Old 09-17-05, 02:44 PM   #40
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hmm.... I have tried alot of diffent values with the troops, but I can't get them to float... :hmm: it looks like the troops don't care about the modding :P
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Old 09-18-05, 12:13 PM   #41
ICBM
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Quote:
Originally Posted by Jungman

There is a entry for the 'Troops' and they disappear even quicker (float = 10). I guess if you change that, you will see the seamen floating around in the water...abit grusome.

If you make the life boat indestructable = true, and change the float value, you can get life boats floating around on the surface also...
Yeah, very nasty but if it's possible I think we should do it for the sake of immersiveness
Anyone else has an opinion about his? :hmm:
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