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09-09-13, 06:16 PM | #1 | ||||
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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:
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- 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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09-11-13, 11:56 AM | #2 | ||
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09-11-13, 01:10 PM | #3 | |||
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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:
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:
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[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 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 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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09-11-13, 02:48 PM | #4 | |||
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Sry for late replay, i wasn't at home...
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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:
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09-12-13, 05:35 AM | #5 | ||||
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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:
- 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:
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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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09-12-13, 09:07 AM | #6 | ||
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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:
And also , why so many scopes in sensor.gr2? Shouldn't there be only two?
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09-12-13, 09:27 AM | #7 | ||
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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:
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09-12-13, 10:06 AM | #8 | |
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[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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09-12-13, 02:07 PM | #9 |
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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...
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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... Last edited by vdr1981; 09-12-13 at 02:25 PM. |
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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Best regards... Vecko The Wolves of Steel v2.2.25_SH5 Expansion Pack_Full The Wolves of Steel v2.2.xx to v2.2.25 - Update PDF Install Instructions How to report an issue If You wish to support my work... |
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