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Posted (edited)
Somewhere in LUA files or something?

For example, making the pre-explosion smoke plume with certain units last a bit longer,

 

you have to add this line

GT_generic.time_agony = 25
into every single vehicle .lua file you´d like to change.

 

location: 1C\Eagle Dynamics\Ka-50\Scripts\Database\vehicles

 

25 is the time in seconds the smokeplume will last until the explosion.

Edited by 2win_TOWR
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Posted

^^Thanks for the info!

I'm gonna change the values as I think right now, the fire lasts too short.

Is there also a way to define a damage factor to a certain type of ground unit?

For example, in order for Abraams to explode it would need say, 3 vikhr hits instead of 2..?

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Posted
GT_generic.time_agony = 25

 

Someone has a real warped sense of Humour..........:smartass:

 

25 Sec's of Extreme Agony in the 'Tommy-Cooker' until the explosion puts an end to your troubles :cry: :P

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Posted (edited)
Someone has a real warped sense of Humour..........:smartass:

 

25 Sec's of Extreme Agony in the 'Tommy-Cooker' until the explosion puts an end to your troubles :cry: :P

 

 

no one said life is easy :D

 

yes there is a way, either you change the level of explosive filling for the vikhr

 

warheads["Vikhr"] = cumulative_warhead(4.0); 

located: 1C\Eagle Dynamics\Ka-50\Config\Weapons\warheads.lua

 

or increase/decrease the

chassis.life = 32

or

chassis.armour_thickness = 0.080

for the M1 as you mentioned

 

to be found in: 1C\Eagle Dynamics\Ka-50\Scripts\Database\chassis

 

(but this will have an effect to all other weapons, which means for example:

a T-80 needs more direct Hits to kill an Abrams, so maybe you need to change the shells data too)

 

I have changed the explosive filling for the Vikhr to 4.69 kg to achieve a 1 Hit/1 Kill effect for heavy armored Tanks, and i´m happy with this.

 

But i dont want to start a discussion about this (one can call it cheating) especially if you use these "optimized" settings in MP. :thumbdown:

Edited by 2win_TOWR
bad smilie
Posted

That opens up a question - when playing multiplayer, will it be the server's values that are used for your damage calculations or will it be what's locally on your computer? It would be a pretty nasty oversight, imo, if the server allows the client to do those calculations when the values are editable.

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Posted
That opens up a question - when playing multiplayer, will it be the server's values that are used for your damage calculations or will it be what's locally on your computer? It would be a pretty nasty oversight, imo, if the server allows the client to do those calculations when the values are editable.

 

bloody aye...:huh:

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Posted

Should be relatively easy to test though. Edit the values for the cannon's API rounds massively, until the point where you in singleplayer can one-shot an Abrams with your 30mm. Then connect to a server that is not modified and see if the same applies there. Conversely, you could edit those files at the server and see if everyone inherits the über-30mm. :P

 

Either that or if an ED guy would happen to stumble onto the thread and give us a report. (Though it would be humorous in a way if someone over at ED offices has read the thread and gone "OH SHIT!" and is now busy hacking away to get a fix for this into the patch. :P )

 

I am very tempted to try out some fairly ambitious playing with those setup files tho, just for hilarity. Me and a friend used to have a lot of fun in his basement tinkering with similar files for Duke Nukem 3D. All kinds of stupid renames for the weapons and ammunitions and then make the pipe-bombs have explosive power to rival the Tzar Bomba. :D

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Posted

Oh, and I also want cannon rounds that have a mean deviation of 20cm at a 20km range, coupled with such a damage modification.

 

And then I want someone to make it all into a nice mod package which includes the Airwolf as a flyable. :D

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Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер

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Posted
^^Thanks for the info!

I'm gonna change the values as I think right now, the fire lasts too short.

Is there also a way to define a damage factor to a certain type of ground unit?

For example, in order for Abraams to explode it would need say, 3 vikhr hits instead of 2..?

 

 

Thats interesting.Why not make them 7-8 vikhrs?

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