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Old 09-09-13, 06:16 PM   #1
gap
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Quote:
Originally Posted by vdr1981 View Post
Yes, but problem is that stock model doesn't have any boxes for periscopes or torpedo tubes.
Adding them is quite easy (see below)

Quote:
Originally Posted by vdr1981 View Post
I don't know which controller controls periscope movement, from where they're taking damage in the first place?
This is a bit complex actually. Both periscopes are located into data/Objects/Sensors/UBoot_Sensors.GR2, and they are linked through their CamUserData controllers in UBoot_Sensors.cam to a second cam file, data/Library/cameras.cam, where all game camera settings are stored.

In any case, adding the appropriate damage boxes to the two scope objects through UBoot_Sensors.zon, should be enough to make them vulnerable.

Quote:
Originally Posted by vdr1981 View Post
What are parents objects for torpedo tubes, i cant put them to the main object(gr2) ,it will cause CTD.
From the wpn_SubTorpedoSys controller, I know that torpedo tube functionalities are linked to the torpedo door models located in data/Submarine/NSS_Uboat7*/Submarine Parts/Room_EXT - Torp Doors + Anim.GR2. This file has not zon file attached, so you should create one, and add damage boxes to it for each door.

Quote:
Originally Posted by vdr1981 View Post
I know which controller do deck gun movement but i don't know how to link it with damage box, deck gun doesn't have it's own .zon file. Also, torpedo doors animation doesnt have it's own .zon file... I'm pretty much lost here...
- Take any zon file (or any other binary file for that matter: despite the different file extensions, they all have pretty much the same file structure).

- Copy it to the correct location and rename it appropriately. Using the deck gun as an example, you should have a Deck_Gun_GE88mm.zon file located in data/Objects/Guns.

- Open the file in Silent3ditor and delete all its controllers.

- Open Deck_Gun_GE88mm.GR2 in Goblin, merge it to the newly created zon file, and add the new damage boxes as you would do normally
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Old 09-11-13, 11:56 AM   #2
vdr1981
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Quote:
Originally Posted by gap View Post

In any case, adding the appropriate damage boxes to the two scope objects through UBoot_Sensors.zon, should be enough to make them vulnerable.
This won't work...All periscopes are fully functioanl when HP reach 0%...

Quote:
Originally Posted by gap View Post

From the wpn_SubTorpedoSys controller, I know that torpedo tube functionalities are linked to the torpedo door models located in data/Submarine/NSS_Uboat7*/Submarine Parts/Room_EXT - Torp Doors + Anim.GR2. This file has not zon file attached, so you should create one, and add damage boxes to it for each door.
Also nothing... i even tried to create new sim file for torpedo door animation and to copy wpn_SubTorpedoSys controller settings from main submarine .sim file , HP reach 0% but tubes are fully functional... I think, it must be somethink because of UPC files settings...Some linking or something...
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Old 09-11-13, 01:10 PM   #3
gap
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Quote:
Originally Posted by vdr1981 View Post
This won't work...All periscopes are fully functioanl when HP reach 0%...
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?

Quote:
Originally Posted by vdr1981 View Post
Also nothing... i even tried to create new sim file for torpedo door animation and to copy wpn_SubTorpedoSys controller settings from main submarine .sim file
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

Quote:
Originally Posted by vdr1981 View Post
HP reach 0% but tubes are fully functional... I think, it must be somethink because of UPC files settings...Some linking or something...
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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Old 09-11-13, 02:48 PM   #4
vdr1981
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Sry for late replay, i wasn't at home...

Quote:
Originally Posted by gap View Post
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?
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 View Post
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
It's really hart to track what i have all ready tried... Now i'll try your suggestion...
Quote:
Originally Posted by gap View Post

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.
What's the purpose of the marked lines?
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Old 09-12-13, 05:35 AM   #5
gap
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Quote:
Originally Posted by vdr1981 View Post
From your screenie I see that the dmg box you have created doesn't envelop any scope. There should be one box and a few collision spheres for each periscope, and they should physically contain their owner object.

Moreover, IIRC, at least for some U-boat models New UIs replaces the regular periscope models with the "twisty" type (obs_periscop_wire and atack_periscop_wire). You should add collision spheres and damage boxes to them too.

Quote:
Originally Posted by vdr1981 View Post
If i understood this correctly, obj.extensible conntroler should be disabled when HP reach 0, right?
Yes, and the CamUserData controller too, as long as:

- each scope got its own SH3ZonesCtrl controller in UBoot_Sensors.zon;
- the SH3ZonesCtrl controller contains sphere(s) and a box covering at least part ot the 3d model.

Collision spheres are dispensable on some equipments, as the game can use the spheres of the main unit (the U-boat hull in our case), but since the scopes can protrude considerably from boat's profile, it is better having them in this particular case.

Another important element of SH5 damage, are collision meshes, i.e. a low poly 3d model which, similarly to spheres and boxes, contains the visible model. Among the items contained in UBoot_Sensors.GR2, only the pedestal UZO and another sensor which I couldn't identificate got collision spheres. I hope this is not going to be a problem.

Quote:
Originally Posted by vdr1981 View Post
3. Well, after excessive fire from destroyer and when 0% is shown in damage meny, i guess it should be o HP,right?
I don't trust the damage management menu: as you probably have noticed, it displayed damages to equipments which were lacking damage boxes before you fixed them

Quote:
Originally Posted by vdr1981 View Post
It's really hart to track what i have all ready tried... Now i'll try your suggestion...
Paths to submarine parts should be hardcoded and thus not required, but with all the mess devs did on the game, you never know

Quote:
Originally Posted by vdr1981 View Post
What's the purpose of the marked lines?
This is the link to the 3d model which is functionlly related to each equipment set in upc files. Some equipments, like the torpedo tubes, miss a model but are linked (I ignore how... maybe it is hardcoded) directly to their respective controller on the main unit (wpn_SubTorpedoSys for t-tubes). This can be a problem for our purposes. I only hope that the animated torpedo doors referenced in wpn_SubTorpedoSys are not there just for eyecandy.

Talking about periscopes, it is even more complicated. We have six equipment definitions. The first two (one for obs and one for attack scope) are classified functionally as "PeriscopeBody", and are not linked to any 3d object. The last four have a functionality type "PeriscopeHead", and each of them is linked to one of the 3d periscopes contained in UBoot_Sensors.GR2. I ignore why scope functionalities have been split in two though.
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Old 09-12-13, 09:07 AM   #6
vdr1981
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Quote:
Originally Posted by gap View Post
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



from data\UPCDataGE\UPCUnitsData\Weapons.upc:
I have tried this with default sub .sim file and with two damage boxes in new torp animation .zon file, one for hatch and one for that other movable thing in front of the hatch, with damage description bowtorpedotubes(which is description for tube 1) and still nothing... It's just that animation is killed and torpedo passing strait through the hatch...

I think i'll do a bit more research, if nothing, i'll concentrate my efforts to merge all the changes so far in order to make first official version of the mod for all playable submarines...I have also some interesting ideas for equipment repair times, for example, to make that engines or batteries after receiving damage could never be repaired to 100% of functionality and so on...

Quote:
Originally Posted by gap View Post
From your screenie I see that the dmg box you have created doesn't envelop any scope. There should be one box and a few collision spheres for each periscope, and they should physically contain their owner object.
O yes they do...It's one large zone for better "damage collecting"...

And also , why so many scopes in sensor.gr2? Shouldn't there be only two?
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Old 09-12-13, 09:27 AM   #7
gap
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Quote:
Originally Posted by vdr1981 View Post
I have tried this with default sub .sim file and with two damage boxes in new torp animation .zon file, one for hatch and one for that other movable thing in front of the hatch, with damage description bowtorpedotubes(which is description for tube 1) and still nothing... It's just that animation is killed and torpedo passing strait through the hatch...
You have just demonstrated that the animated torpedo doors cab be killed if they are set correctly.

Your test also demonstrates the limit that I was talkin about in my previous post: not being linked to any particular 3d object, torpedo tube equipment set in the upc file keeps being operational even after the torpedo doors objects are destroyed. Maybe there's a workaround for this, but it is going to be tricky

Quote:
Originally Posted by vdr1981 View Post
I think i'll do a bit more research, if nothing, i'll concentrate my efforts to merge all the changes so far in order to make first official version of the mod for all playable submarines...I have also some interesting ideas for equipment repair times, for example, to make that engines or batteries after receiving damage could never be repaired to 100% of functionality and so on...
Good plan! Can't wait for the release date of your mod with the features you have described above
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Old 09-12-13, 10:06 AM   #8
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Quote:
Originally Posted by vdr1981 View Post
O yes they do...It's one large zone for better "damage collecting"...
not in your screenie. In any case, making damage boxes bigger than their owner objects won't help. Collisions are detected at the 3d model/3d collion model and at the collision spheres level. The game look at boxes only after having detected a collision.

Quote:
Originally Posted by vdr1981 View Post
And also , why so many scopes in sensor.gr2? Shouldn't there be only two?
[1 type VII attack scope + 1 type VII observation scope + 1 type II scope] x 2 (regular shape and twisty shape) = 6
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Old 09-12-13, 02:07 PM   #9
vdr1981
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Bold launchers and flak guns now can be damaged and destroyed ...

It's interesting that this only works when destroyable=Yes in ubold definition in zone.cfg file. It's the same for rudders and dive planes... So far , the only way to make some equipment unusable is to remove their 3D object from the game... Default Destructable=No value doesn't do anything...

Last edited by vdr1981; 09-12-13 at 02:25 PM.
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Old 09-13-13, 04:01 PM   #10
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I have just discovered that most of added damage isn't savable if equipment is not compleatlly destroyed(rudders, propelers,etc. )...(FU ubisoft)

Now, can this be solved or everything is futile ?
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