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Author Topic: frinik do you have a guide for all the particle effect values in common_res?  (Read 17808 times)
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Flanker15
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« Reply #20 on: April 18, 2014, 12:19:00 PM »

I was going to try that, there doesn't seem to be any link between rockets and smoke_path other than that flag though.
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Flanker15
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« Reply #21 on: April 18, 2014, 12:29:02 PM »



Yeah I'm pretty sure it's the flag!   Grin
« Last Edit: April 18, 2014, 01:18:28 PM by lockie » Logged
lockie
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« Reply #22 on: April 18, 2014, 01:20:05 PM »

Yeah I'm pretty sure it's the flag!   Grin
U mean, u replaced the flag for MG .50 on flag 0x12? It's interesting investigation. Do u know what the flag has flares?

I see 0x12(hex)=18(decimal)
18=10+6+2
I mean, may be this is a sum from the other flags?

Some words about weapons flags.
This flag 0x161 is organized for the M2HB.
0x161=100+40+20+1
The weapon has the next parameters:
#define FL_GUNBRAKE 0x00000100UL      //muzzle break
#define FL_HEAVY       0x00000040UL      //heavy weapon
#define FL_PROTO       0x00000020UL      //protocol
#define FL_AUTOLOAD  0x00000001UL      //autoload


Where UL means "unsigned long" - integer constant(at least, I think so Cheesy)
What does "protocol" - I've no idea Smiley
19.04.2014
I know what does "protocol". It's statistics after battle Wink

PS
If someone has Achtung Panzer: Kharkov 1943 I'd be interested to have a look on the file, which is similar to the common_res from SF.

PPS
Or may be flag 0x12=10+2
It does:
#define FL_NOSHOT   0x00000010UL      //no shot
#define FL_FLAME_EXT   0x00000002UL      //flame damper

So, in our case for the flame-thrower we need the next flag:
#define FL_BURN_CASE   0x00000004UL      //burnt shell
#define FL_NOSHOT   0x00000010UL      //no shot
#define FL_FLAME_EXT   0x00000002UL      //flame damper

Finally, we have the flag 4+10+2=0x16
Of course, it's my pure guessing  Grin
« Last Edit: April 19, 2014, 07:01:35 AM by lockie » Logged

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frinik
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« Reply #23 on: April 18, 2014, 07:25:57 PM »

Yeah you can set people on fire but I don't know if there's a way to set people on fire with a weapon.  It would have to be able to set on fire in a area of effect without using explosive or fragmentation damage.

In an experiment I was able to et bridges on fire just adding a paragraph into some of the obj_cfg files but it worked only when firing HE shells at the bridge...You can probably do the same with the people I guess adding something to the hum_cfg file possibly if you ascribe characteristics of the HE shell to the flamethrower.
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Flanker15
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« Reply #24 on: April 19, 2014, 03:01:03 AM »

Then all the HE will set people on fire.
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frinik
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« Reply #25 on: April 19, 2014, 05:38:13 AM »

Which means you'd need to create a new entry for the flamethrower in the shells paragraph of the common res.
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lockie
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« Reply #26 on: April 19, 2014, 06:59:34 AM »

As I've understood smoke_path - it's already prepared effect. Let's create a new effect: smoke_fire_path in the block generators_desc().
Descriptions of the effect are here:
- vis_expl_pats()
- phys_expl_pats()

Then let's make a new shell MT_FIRE, as example we may take MT_MK2(smoke grenade from Matilda) with flag 4+8+20=32. It does: burnt shell, detonation, protocol(it'll be included in statistics after battle).
MT_FIRE,0x32,%SHELL_FLAME%,MT_MK2,18,50,0.1,0.5,40,0.5,1,0,3.1,0.1,0.05,9,10,10,0.1,0,1,1,1,,expl_techl*,expl_buildl*,,expl_human*,fly1,0,100,1,txt_shell_fire,smoke_fire_path,,piece_pat,0x3,1,2,100,3,0xffff4040,0,1,-1,SHELL_MORTAR,SHELL_MORTAR;
I think, it should work Cheesy
The main idea is - include new effect as parameter of the shell description.

PS
I've got first report that new effect "bigsmoke" didn't like at all and request to get it back to the default. Anyway, i'll wait to see the other opinions.
« Last Edit: April 19, 2014, 08:45:46 AM by lockie » Logged

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Flanker15
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« Reply #27 on: April 19, 2014, 10:43:10 AM »

Hmmmm won't work, the smoke mortar is 0x10 (grenade) which has no smoke path.    I can't just make up a new flag without a way to tell that flag to use my flame_path effect.

smk_expl_pat  doesn't control the smoke path of a shell, its the effect when it impacts.

Somewhere there is something that tells shells with 0x12 to use smoke_path.

Also what didn't they like about the smoke effect?
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lockie
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« Reply #28 on: April 19, 2014, 11:20:24 AM »

Hmmmm won't work, the smoke mortar is 0x10 (grenade) which has no smoke path.
Yeap. 0x10 - means no shot.

Quote
I can't just make up a new flag without a way to tell that flag to use my flame_path effect.
Perhaps, we need to define a new flag, i.e. smth. similar to the flares, but with fire tail. May be it's in the folder:
...data\k42\loc_rus\effects

Quote
Somewhere there is something that tells shells with 0x12 to use smoke_path.
0x12 = 10+2
Means the next effects:
- fire-dumper(or fire jammer?)
- no shot
I think that flag 0x02 is responsible for the smoke_path. Try to add this flag to the other shells and see what happens.

Quote
Also what didn't they like about the smoke effect?
I've sent PM.
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Flanker15
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« Reply #29 on: April 20, 2014, 10:27:01 AM »

Changed the BMG 0x09 to 0xB and....



There be hope yet   Grin
« Last Edit: April 20, 2014, 12:09:15 PM by lockie » Logged
lockie
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« Reply #30 on: April 20, 2014, 12:10:24 PM »

There be hope yet   Grin
That's why we need to have a look haw it was organized in KH43.
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Flanker15
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« Reply #31 on: April 21, 2014, 05:51:53 AM »

I don't have KH43, just opstar.

Still can't find anything that actually links the 0x02 flag to the smoke_path, I've run out of files to look through.

Where is the code that controls things like AI behaviour (of a single unit not mission AI script)  and damage models?   
I reckon it's all in the compiled libraries in the bin folder, does anyone know how to uncompile them?
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lockie
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« Reply #32 on: April 21, 2014, 11:00:46 AM »

Where is the code that controls things like AI behaviour
I think it's here:
bin\rel\basic_ai.codelib

Quote
I reckon it's all in the compiled libraries in the bin folder, does anyone know how to uncompile them?
AFAIK, it's possible to uncompile in assembler code, i.e. with "Soft Ice" program.

BTW
Is it possible to replace rain on the snow for the "Winter weather"?
« Last Edit: April 21, 2014, 11:10:46 AM by lockie » Logged

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Flanker15
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« Reply #33 on: April 21, 2014, 12:40:49 PM »

Rain seems to be a post process render, in the effects pack.  It's called "moisture"
« Last Edit: April 21, 2014, 12:59:28 PM by Flanker15 » Logged
lockie
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« Reply #34 on: April 23, 2014, 12:07:45 AM »

As I've understood these files are responsible for the AI behavior in the mission.
data\k42\loc_rus\levels\levels\scripts\ai_defs.engcfg
data\k42\loc_rus\levels\shared.engcfg
Also, I've checked out flag: #define FL_BURN_CASE 0x00000004UL and it seems doesn't use anywhere.
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Donken
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« Reply #35 on: April 25, 2014, 10:57:03 AM »

One idea would be to get the shells leave a smoke trail, when they are flying in the air, and then change the smokesphere.go file to the firesphere.go file, and voila, flames. The problem i can think of is how to get the flame behave as fire, maybe fake the fire as an HE shell with alot less explosives but with a big radius or something. And change rate of fire alot.
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Flanker15
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« Reply #36 on: April 25, 2014, 11:54:06 AM »

Would have the same problem as the other way, changin the smoke trail would ruin all the rockets smoke trails.

It's looking like there's a choice here, flamethrower or smoke trails on rockets.
On one hand rockets didn't have much of a smoke trail in reality and there aren't many rocket weapons in SF.
On the other hand flamethrowers are pretty rare too.
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Donken
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« Reply #37 on: April 25, 2014, 12:10:16 PM »

Ah, oh sorry, i meant to add a new weapon, not replace. It should be just a few lines in common_res. It should be the only file that needs a new entry.
I will try to take a look myself when i got time.
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