"Effects" Text ?

Wyld45

Charter Member
Dont know if any you Gents have worked a "damage" model for a mission before, but I'm trying to create a flaming and/or smoking Arizona for my "Pearl" mission. There is text at the bottom of the xdp for the wake and smoke-stack effects that I'm trying to use.

Only problem here is, creating a long-lasting effect. Currently what happens when I use the "Track" line, it stops after only 30 or 40 seconds. I would like to get it to last through the mission,(or untill the Jap AI kill it).

Currently this is what I have;

<Effect Type="Track" EffectName="ship_damage_fireball_mid_lrg" PosZ="5.5" PosY="23"/>
<Effect Type="Track" EffectName="ship_damage_smoke_mid_lrg" PosZ="5.5" PosY="23"/>
<Effect Type="Track" EffectName="fx_wake_g_cruiser" MinVel="5" MaxVel="100"/>

Any knowledge for a damage model would be great! <<S>>

Wyld45 :jump:
 
Hi Wyld,

the duration of any effect is set in the effects.xml. You have to find the effect and its elements to change the duration. I give you an example:

The effect itself is called fx_ship_sink_s which consist of 6 other effects:

fx_ship_sink_s
ClassName="GroupEffect"
Effect0="W_White_residue_Torp_1"
Effect1="W_wtrspray_foam_s"
Effect2="w_splash_L_shockwaves"
Effect3="W_shipSink_S_Foam_l"
Effect4="W_shipSink_S_oil_slicks"
Effect5="W_shipSink_s_Bubbles_SG"

If you look at one of these elements e.g. W_wtrspray_foam_s you`ll find a similar coniguration. Again some elements grouped together:

W_wtrspray_foam_s
ClassName="GroupEffect"
Effect0="Shockwave_as_Foam_SML2" Effect1="Shockwave_as_Foam_SML1" Effect2="Shockwave_as_Foam_SML3" Effect3="Shockwave_as_Foam_SML0"

And now if you have a closer look you find the parameter for the effect(s). It`s not to easy and a lot of fiddeling and tryin but in the end it´s fun.

Shockwave_as_Foam_SML2
ClassName="Shockwave" PullOnGround="1"
CountCycles="3"
Pulse="0" InitialDelay="2.5"
Duration="3"
FadeInTime="1.2"
FadeOutTime="1.3"
Pause="0"
PosX="0"
PosY=".5"
PosZ="0"
InitialSize="5"
FinalSize="33"
Texture="cloudpuff.DDS"
BlendMode="QuadSprite
 
Hi Wyld 45, Rafael is right on the button. You could produce a new effect - say W_wtrspray_foam_l (or some other name if that is already in the effects.xml - you can serach in notepad to avoid a duplicate) which refers to all the sub effects Rafel refers to, but with an edited and renamed set of subeffects for those you choose to extenfd the duration for. Then your modified carrier.xdp can refer to the mew damage effect, which will call on the extended duration subeffects you have created.

HTH,
 
Thank you Gents, exactly what I was looking,(after looking at the effects files till my eyes burned!).

<<S>> :ernae:
 
Hold on a second,

Just by typing in different keys for the effects you can get different or better results in the game?
 
Jupp that`s how it works. Additionally you can change textures as you can see in the line "Texture="cloudpuff.DDS". These textures are linked to the folder "effects/fxtextures. That means you can create new effects or improve them with own textures or settings.
 
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