Navy Seal
Join Date: May 2010
Location: Србија
Posts: 6,078
Downloads: 581
Uploads: 13
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Sry for late replay, i wasn't at home...
Quote:
Originally Posted by gap
I have a few questions, if you don't mind:
1 - to which bones have you attached exactly the scope damage boxes?
2 - which zones have you used for the new boxes?
3 - since the periscopes keep working, how do you know that their HP's have reached 0? Have you made them destructible?
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Here's picture...
http://img51.imageshack.us/img51/4280/kk7d.jpg
If i understood this correctly, obj.extensible conntroler should be disabled when HP reach 0, right?
3. Well, after excessive fire from destroyer and when 0% is shown in damage meny, i guess it should be o HP,right?
Quote:
Originally Posted by gap
You don't need to do it: since the controller contains references to the external tube models, the game should know already that they are functionally related to the torpedo launching. I am surprised that after moving the controller, torpedo tubes still worked. Try this instead: in the Tubes section of wpn_SubTorpedoSys, add the full path to the animated tube models. E.g:
NSS_Uboat7a_Door01_FRU_anim,data\Submarine\NSS_Ubo at7a\Submarine Parts\Room_EXT - Torp Doors + Anim
instead of:
NSS_Uboat7a_Door01_FRU_anim
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It's really hart to track what i have all ready tried... Now i'll try your suggestion...
Quote:
Originally Posted by gap
from data\UPCDataGE\UPCUnitsData\Weapons.upc:
Code:
[Weapon 10]
ID= TorpedoTube533Ger
NameDisplayable= 53.3cm Torpedo Tube
FunctionalType= WpTorpedoTube
WeaponInterval= 1930-12-01, 1946-12-01
WeaponSlotType= TorpedoTube
AmmoTypesAccepted= T1Torpedo, T1Fat1Torpedo, T2Torpedo, T3Torpedo, T3Fat2Torpedo, T4Torpedo, T5Torpedo, T7Torpedo, T11Torpedo, T1Lut1Torpedo, T3Lut2Torpedo
AmmoTypeLoaded= NULL
AmmoMagazineRemaining= 0 ;Not used
AmmoMagazineSize= 1
LeadersSlots=0
WeaponCrewMembersSlots= 0
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, Jam, 0, 0, NULL, 1, 0.3, 0.2
DamageDescription2= NULL, 0, 1, 0, 0.5, 1, Chamber Explosion, 50, 5, NULL, 1, 2, 10 ;skill over 1 for unserviceable/destroyed gun
Look at the two DamageDescription rows, third entries from last. They set efficency reduction (as a fraction of 1, where 1 = 100% efficiency loss) at various damage levels. As you can see they bot are set to 1
The same for periscopes (in Equipment.upc):
Code:
[Equipment 18]
ID=EqpAttackPeriscope
NameDisplayable= Attack Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 19]
ID=EqpObsPeriscope
NameDisplayable= Observation Periscope
FunctionalType= EqFTypePeriscopeBody
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= NULL
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 20]
ID=EqpAttackPeriscopeHead
NameDisplayable= Attack Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 21]
ID=EqpObsPeriscopeHead
NameDisplayable= Observation Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 22]
ID=EqpAttackPeriscopeHeadStealth
NameDisplayable= Attack Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= atack_periscop_wire,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
[Equipment 23]
ID=EqpObsPeriscopeHeadStealth
NameDisplayable= Observation Periscope Head
FunctionalType= EqFTypePeriscopeHead
EquipmentInterval= NULL, NULL
EquipmentSlotType=NULL
ExternalLinkName3D= obs_periscop_wire,data\Objects\Sensors\UBoot_Sensors
Hitpoints= 100
DamageDescription1= NULL, 0, 0.2, 0, 1, 1, small malfunction, 0, 0, NULL, 0.3, 0.4, 4
DamageDescription2= NULL, 0.2, 0.6, 0, 1, 1, Misaligned Axis, 0, 0, NULL, 0.5, 0.4, 10
DamageDescription3= NULL, 0.6, 1, 0, 1, 1, fuse blown, 0, 0, NULL, 1, 0.2, 15
Up to 20% HP damage: 30% efficency reduction
from 20 to 60% HP damage: 50% efficency reduction
from 60% to 100% HP damage: 100% efficency reduction.
To the best of my knowledge, the problem is not in upc settings.
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What's the purpose of the marked lines?
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