Need help! wf_smal_factory_1 object giving me fits!

this thread is VERY helpful, i am about to start building sceneries..going to do missing ports from all over..... and this will be a big help in case this happens in the proccess..thanks so much to all for the detective work.:salute:
 
There are 5 damageboxes and 5 systems. 4 of the five are set to "break".

System breaks are relayed to object model code through a flags variable.

Code:
IfVarAnd( :Normal 0024 0040 )
Jump( :Damaged )
If the 64 bit is set in variable offset 0x24 the damage model or texture should be displayed.



How this is supposed to work with more than one system I do not know, but stock inf dps do contain more than one breakable system.
Their models however each only refer to Variable 24 once.

I have experimented trying to see weather the variable keeps some sort of damage tally,testing other bits to try and partialy damage objects but I didn't succeed. It does have something to do with the triggering of the effects. But quite how all works I don't know.

I do know this though;
the model code for Inf_Large_Pier (that I have) contains no damage testing at all, there is no damage model or texture flipping. So, the system breaks are doing nothing.
If that has any bearing on CFS2 stability I wouldn't like to say, but you might try disabling the system break lines and seeing if you still get CTD when you destroy all the boxes simultainiously.

Good luck.
 
the model code for Inf_Large_Pier (that I have) contains no damage testing at all, there is no damage model or texture flipping. So, the system breaks are doing nothing.
If that has any bearing on CFS2 stability I wouldn't like to say, but you might try disabling the system break lines and seeing if you still get CTD when you destroy all the boxes simultainiously.

Good luck.

Thanks for explaining what you have already worked with simonu.

I'll remove the BREAK,, and give it a few more tons. ;)

One thing that also has me wondering...can the boxes be placed in the vertical? As in Wolfi's .dp. Or must they meet side by side as in the "Inf_warf" CFS2 original.

Well anywho...as I have alredy stated, a few more tons should tell. :ernae:
Dave
 
Cavalcade

...One thing that also has me wondering...can the boxes be placed in the vertical? As in Wolfi's .dp. Or must they meet side by side as in the "Inf_warf" CFS2 original...

The Barge DPs I did for Psully's new Ammo barges have concurrent damage boxes with different effects in each one - when one goes up, it causes a cascade effect and some REALLY neat fireworks !

Try it - you'll like it...
SC
 
I have been rebuilding some vehs and been testing them out using renamed stock dps I noticed sometimes I get a large exploding effects sometimes small effects.i dont know why this happens.
When I am testing I have to blow other objects up before I can blow up my objects.
Robert John.
 
I noticed sometimes I get a large exploding effects sometimes small effects.i dont know why this happens. When I am testing I have to blow other objects up before I can blow up my objects.
Robert John.

Hi Robert John,
Looking in the .dp file with notepad, you can see the list of fx's that will be displayed.
The numbers in red are the total life points for that system.

The greens ones are the percentage of damage (taken from total life points).
When that percentage is reached, the corresponding effect is displayed in the sim. In this example "fx_SmGasFire_wsmk" will display. The intensity and length of the effect is dependent on the coding of the .fx file.

[SYSTEMS]
system.0=%system_name.0%,750,-1
system.1=%system_name.1%,50,-2

[BOXMAPS.0]
; Box = dp_box_1
boxmap.0=90,-1
boxmap.1=10,-2

[EFFECTS.0]
; System = dp_box_1
effect.0=30,LIBRARY,fx_SmGasFire_wsmk,
effect.1=60,LIBRARY,fx_SmGasFire_wsmk,
effect.2=80,LIBRARY,fx_SmGasFire_wsmk,
effect.3=100,BOMB,,

[EFFECTS.1]
; System = 50cal Gun0
effect.0=100,LIBRARY,fx_SmGasFire_wsmk,

A tool from Nanni that I like to use is his Test Effects package.
The file's name is FxTest-1.0.zip.

It is handy to view what a certain effect will look like without having to fly in and strafe or bomb your project just to see what is what from CFS2's Effects Folder.

Also some .fx file will cause damage to other systems in a .dp file.
This is what subtracts life points from an .fx file opened in notepad. In blue.

[Library Effect]
Lifetime=5
Version=1.00
Damage=1
Hitpoints=50.00, 90.00
Magnitude=1000000.00, 1500000.00
Time=0.25, 0.25
Range=175.00, 225.00
Sound=5
Sound Param=0

Hope this will help you out some, :ernae:
Dave
 
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