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Old 07-19-10, 04:20 AM   #766
keltos01
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Default Ohka run





Ohka away !!!




closing in !!!





administering the "coup de grace"



Ohka Kamikaze plane attack by Peabody



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Last edited by keltos01; 07-20-10 at 01:06 AM.
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Old 07-19-10, 04:45 AM   #767
peabody
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Since it is a bomb, I wonder if an animation would work after it was dropped or not? Any idea? The flame should not be there at the start, but I didn't think of an animation. What triggers an animation?

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Old 07-19-10, 01:04 PM   #768
Bubblehead1980
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That is just too freaking cool

I think I asked this before but do not recall.Hows the AI for Allied DD's? tough I hope.Hedgehog later?
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Old 07-19-10, 06:10 PM   #769
peabody
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Quote:
Originally Posted by Bubblehead1980 View Post
That is just too freaking cool

I think I asked this before but do not recall.Hows the AI for Allied DD's? tough I hope.Hedgehog later?
It is not Ducimus tough, but you will have to decide. Still a lot of work ahead. When Keltos approached me to do this, I knew NOTHING about modding so it has been a lot longer journey then expected. (Partiallly due to some RL issues which took all my time, and still takes a LOT of it.)
I do need to do some work on the Somers DD, it is dumber than a post. I think way back someone mentioned there is actually a bug in the way it is set up. But the Clemson and Fletcher are not bad even as stock, if set to Elite.
Yes, there will be hedgehogs, in fact I got a taste of them during some testing last week. Surprised me, I wasn't expecting it.

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Old 07-19-10, 08:52 PM   #770
Bubblehead1980
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cool, well doesnt have to be ducimus difficult to be fun but im sure you know (thus why you said youre going to work on the Somers) dumb DD's are aggravating.Attacking with no response is anti-climatic , boring, and takes away from the game esp for Allied DD's since esp in later war they were tough. Well I'm impressed by the work youve done so far, cant wait till its ready for release one day.
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Old 07-23-10, 03:06 PM   #771
Ducimus
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Quote:
Originally Posted by keltos01 View Post
http://img828.imageshack.us/img828/3160/okha1.jpg

http://img833.imageshack.us/img833/7237/okhabanzai.jpg

Ohka away !!!


http://img834.imageshack.us/img834/8223/okha4.jpg

closing in !!!

http://img837.imageshack.us/img837/2418/okha5.jpg

http://img843.imageshack.us/img843/9941/coupdegrace.jpg

administering the "coup de grace"



Ohka Kamikaze plane attack by Peabody



keltos



That, is just too freaking cool! Great job guys!
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Old 07-23-10, 04:05 PM   #772
Madox58
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Just a thought here.
And I haven't looked at the files to be sure I'm correct.
But the Lifeboats and debris mod for SH3 used a controller to
cause the creation of the effects.
(LifeBoats, debris, etc.)
WaterInterAction?
Set that to a positive number to trigger the Particles?
Or the controller that does the Subs wash effects may work?
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Old 07-23-10, 05:30 PM   #773
peabody
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Quote:
Originally Posted by privateer View Post
Just a thought here.
And I haven't looked at the files to be sure I'm correct.
But the Lifeboats and debris mod for SH3 used a controller to
cause the creation of the effects.
(LifeBoats, debris, etc.)
WaterInterAction?
Set that to a positive number to trigger the Particles?
Or the controller that does the Subs wash effects may work?
Not sure what you are referring to here, Privateer. The explosion effect works fine. What is not accurate is the jet engine. The bombers should drop the ohka and it glides a bit then the jet engine kicks in to slam it into the ship. It is the flame that I need to control, so it isn't on all the time. So it isn't really anywhere near the water for water interaction to affect it. Unless that works different than I thought it did.


@ Ducimus, thanks for the encouragement. This won't be any TMO but we are doing the best we know how.

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Old 07-24-10, 08:17 AM   #774
Gorshkov
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Is this campaign ready after two years?
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Old 07-24-10, 09:20 AM   #775
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gorshkov if you read the comments u should know btw it will be done when keltos peabody add submarines rockets....
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Old 07-24-10, 09:22 AM   #776
tater
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Originally Posted by Gorshkov View Post
Is this campaign ready after two years?
Will you ever not be rude after 3 years and almost 4 months?
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Old 07-24-10, 10:35 AM   #777
Gorshkov
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Quote:
Originally Posted by EzioAuditore View Post
gorshkov if you read the comments u should know btw it will be done when keltos peabody add submarines rockets....
Sorry, but I do not like to read 51 pages long thread. I think first post in this thread should be periodically updated with up-to-date info.

PS. Doesn't something tickle your fancy, tater?
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Old 07-24-10, 10:50 AM   #778
peabody
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Quote:
Originally Posted by Gorshkov View Post
Is this campaign ready after two years?
No, I am sorry it is not. I have Real Life problems that take almost all of my free time. I work on it when I can. If you would like to take care of the RL stuff, I will work on the game....let me know when you are coming. But RL has to come first.
And I did not know anything about modding when I started, so I think we have come a long way. I had to learn by trying and testing and that takes time.

As far as updates so you don't have to read the whole thing, the first post says [WIP]=Work in Progress, when it is done there will be a new thread and it will say [REL]= Released.

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Old 07-24-10, 12:00 PM   #779
Madox58
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Quote:
Originally Posted by peabody View Post
Not sure what you are referring to here, Privateer. The explosion effect works fine. What is not accurate is the jet engine. The bombers should drop the ohka and it glides a bit then the jet engine kicks in to slam it into the ship. It is the flame that I need to control, so it isn't on all the time. So it isn't really anywhere near the water for water interaction to affect it. Unless that works different than I thought it did.
Peabody
You can use the WaterInterAction controller to launch the flame effect
with a bit of working around.

What I did to test a way to do this follows.
I added a Dummy Node to a 500 lb Bomb.
I placed the node 50 meters below the main bomb.
I added a waterinteraction controller to that set at 50 meters (5.0)
I called an effect from particles.dat in the controller.

As the Dummy node enters the water 50 meters before the bomb?
The effect is started 50 meters above the water.
The Bomb is still falling all this time.

So you can trigger an effect this way.
The next step is to get the effect to follow the main object.
(the Bomb in this case)
As the way I've done it so far leaves the effect locked in one place.
I'll do somemore testing on ideas and let you know what happens.
If that's OK with you all.
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Old 07-24-10, 01:30 PM   #780
tater
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Quote:
Originally Posted by Gorshkov View Post
Sorry, but I do not like to read 51 pages long thread. I think first post in this thread should be periodically updated with up-to-date info.

PS. Doesn't something tickle your fancy, tater?
The mod looks great, but asking in that way is, well, rude. Asking when it will be done, or what the timeframe is—just fine. Saying, in effect "it's been two years" is RUDE. If you can do it faster, by all means, I'll expect a DL next week from you
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