Latest topics

» Video from SF
by KurtTank Today at 8:14 pm

» Armor That Never Made the Battlefield
by woofiedog Today at 5:24 pm

» Ukraine fights against enemy.
by lockie Today at 4:43 pm

» STA v2.3 - Still No GMP 1, 2, and 3 Scenarios
by Drac_PC-Gamer Today at 12:52 pm

» The Sun Comes Up, the Sun Goes Down
by woofiedog Yesterday at 11:13 pm

» Computer Overhaul
by woofiedog Yesterday at 8:09 pm

» New & Updated Models(Нові Моделі)
by Glushak Yesterday at 7:25 pm

» 2017 Please Help : Major Mods, Patches + More
by frinik Yesterday at 2:48 pm

» T-62 in action
by lockie Mon Jul 24, 2017 10:10 pm

July 2017

MonTueWedThuFriSatSun
     12
3456789
10111213141516
17181920212223
24252627282930
31      

Calendar Calendar


    New effect "explosiveness"

    Share
    avatar
    lockie
    TSF Member
    TSF Member

    Posts : 3561
    Join date : 2014-07-24
    Age : 50
    Location : Ukraine, Kyiv

    New effect "explosiveness"

    Post by lockie on Sun May 31, 2015 11:59 pm

    Me and will73 have found a new effect, which enables object to explode Cool
    Here's how haystack blew up, when I had pushed it.

    Looks cool! I wonder where apply this effect? May be place it on the bridge? bom

    Also there are AP mines against infantry, but I don't know how to activate them.
    AP_MINE,0,%WEAP_MINE%,0,75,0,0,0,0,1,0,0,0,0,0,,,,,1,txt_gun_ap_mine,,,AP_MINE;

    And it is a very strange weapon: DETONATE
    Suppose, it has smth. common with mines?
    DETONATE,0,%WEAP_MINE%,0,100,0,0,0,0,1,0,0,0,0,0,,,,,1,txt_gun_detonate,,,DETONATE;
    avatar
    frinik
    TSF Member-Golden Feather
    TSF Member-Golden Feather

    Posts : 1381
    Join date : 2014-07-27
    Age : 61
    Location : Abu Dhabi-UAE

    Re: New effect "explosiveness"

    Post by frinik on Mon Jun 01, 2015 5:58 am

    How do you use the detonate feature to make things blow up? Do you insert it into a tech_cfg file?

    As for the ap mines they should explode similar to the anti-tank ones; by having in this case the infantry stepping on them. Have you tried placing them on a map and then make the infantry walk over them?
    avatar
    Pointer

    Posts : 157
    Join date : 2015-04-18
    Location : Poland

    Re: New effect "explosiveness"

    Post by Pointer on Mon Jun 01, 2015 11:00 am

    VERY good effect for the ammo supply column trucks or for the field ammo depot.
    avatar
    frinik
    TSF Member-Golden Feather
    TSF Member-Golden Feather

    Posts : 1381
    Join date : 2014-07-27
    Age : 61
    Location : Abu Dhabi-UAE

    Re: New effect "explosiveness"

    Post by frinik on Tue Jun 02, 2015 4:57 am

    Can you use that feature to blow up tanks?
    avatar
    lockie
    TSF Member
    TSF Member

    Posts : 3561
    Join date : 2014-07-24
    Age : 50
    Location : Ukraine, Kyiv

    Re: New effect "explosiveness"

    Post by lockie on Tue Jun 02, 2015 11:17 am

    frinik wrote:Can you use that feature to blow up tanks?
    No. There is already "blow up" effect, which provides with p_ammo, p_fueltank.
    AFAIK, new effect will work only with objects after polygon generation. So, it's still under investigation. Well, may be we'll manage to make a new weapon with such effect. I'm still obsessed with a flamethrower. Cool
    avatar
    frinik
    TSF Member-Golden Feather
    TSF Member-Golden Feather

    Posts : 1381
    Join date : 2014-07-27
    Age : 61
    Location : Abu Dhabi-UAE

    Re: New effect "explosiveness"

    Post by frinik on Tue Jun 02, 2015 3:00 pm

    p_ammo, p_fueltank.

    Where do you find these? I checked various tech_cfg files and it's not there?
    avatar
    lockie
    TSF Member
    TSF Member

    Posts : 3561
    Join date : 2014-07-24
    Age : 50
    Location : Ukraine, Kyiv

    Re: New effect "explosiveness"

    Post by lockie on Tue Jun 02, 2015 4:22 pm

    frinik wrote:Where do you find these? I checked various tech_cfg files and it's not there?
    Did u read this article? Wink
    Vehicles import tutorial
    1.5-Invisible fragments
    http://stasf2008.ephpbb.com/t275-vehicles-import-tutorial

    The description of the p_objects are:
    ...data\k42\loc_rus\levels\levels\tech_cfg\misc\damages.engcfg
    ...data\k42\loc_rus\levels\levels\tech_cfg\misc\damages_light.engcfg
    //operator, chank, armor, inner content, flame probability, index, text, preferable shooting
    //turret
    rothead, p_rothead, 0.007, 0.080, 0,  0, , 1;


    Last edited by lockie on Wed Jun 03, 2015 6:53 pm; edited 1 time in total
    avatar
    frinik
    TSF Member-Golden Feather
    TSF Member-Golden Feather

    Posts : 1381
    Join date : 2014-07-27
    Age : 61
    Location : Abu Dhabi-UAE

    Re: New effect "explosiveness"

    Post by frinik on Wed Jun 03, 2015 5:30 am

    Yes thanks. I found the files by myself last night after going into the tech_cfg files there's another folder called misc.....

    Sponsored content

    Re: New effect "explosiveness"

    Post by Sponsored content


      Current date/time is Wed Jul 26, 2017 9:31 pm