Kenan Posted February 27, 2009 Posted February 27, 2009 Somewhere in LUA files or something? For example, making the pre-explosion smoke plume with certain units last a bit longer, destruction depending on the number of hits (of certain weapon systems), or is it all of this encoded in the exe? [sIGPIC][/sIGPIC] Commanding Officer of: 2nd Company 1st financial guard battalion "Mrcine" See our squads here and our . Croatian radio chat for DCS World
2win_TOWR Posted February 28, 2009 Posted February 28, 2009 (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 February 28, 2009 by 2win_TOWR 1
Kenan Posted February 28, 2009 Author Posted February 28, 2009 ^^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..? [sIGPIC][/sIGPIC] Commanding Officer of: 2nd Company 1st financial guard battalion "Mrcine" See our squads here and our . Croatian radio chat for DCS World
159th_Viper Posted February 28, 2009 Posted February 28, 2009 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 1 Novice or Veteran looking for an alternative MP career? Click me to commence your Journey of Pillage and Plunder! [sIGPIC][/sIGPIC] '....And when I get to Heaven, to St Peter I will tell.... One more Soldier reporting Sir, I've served my time in Hell......'
2win_TOWR Posted February 28, 2009 Posted February 28, 2009 (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 February 28, 2009 by 2win_TOWR bad smilie
EtherealN Posted February 28, 2009 Posted February 28, 2009 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. 1 [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
Kuky Posted February 28, 2009 Posted February 28, 2009 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: PC specs: Windows 11 Home | Asus TUF Gaming B850-Plus WiFi | AMD Ryzen 7 9800X3D + LC 360 AIO | MSI RTX 5090 LC 360 AIO | 55" Samsung Odyssey Gen 2 | 64GB PC5-48000 DDR5 | 1TB M2 SSD for OS | 2TB M2 SSD for DCS | NZXT C1000 Gold ATX 3.1 1000W | TM Cougar Throttle, Floor Mounted MongoosT-50 Grip on TM Cougar board, MFG Crosswind, Track IR
2win_TOWR Posted February 28, 2009 Posted February 28, 2009 good question, I dont know. I assume it would be the same like this LOPE thing in LO, no?
EtherealN Posted February 28, 2009 Posted February 28, 2009 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 [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
EtherealN Posted February 28, 2009 Posted February 28, 2009 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 [sIGPIC][/sIGPIC] Daniel "EtherealN" Agorander | Даниэль "эфирныйн" Агорандер Intel i7 2600K @ 4.4GHz, ASUS Sabertooth P67, 8GB Corsair Vengeance @ 1600MHz, ASUS GTX 560Ti DirectCU II 1GB, Samsung 830series 512GB SSD, Corsair AX850w, two BENQ screens and TM HOTAS Warthog DCS: A-10C Warthog FAQ | DCS: P-51D FAQ | Remember to read the Forum Rules | | | Life of a Game Tester
topol-m Posted February 28, 2009 Posted February 28, 2009 ^^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? [sIGPIC][/sIGPIC]
Kenan Posted February 28, 2009 Author Posted February 28, 2009 Thats interesting.Why not make them 7-8 vikhrs? I don't know. Why not? [sIGPIC][/sIGPIC] Commanding Officer of: 2nd Company 1st financial guard battalion "Mrcine" See our squads here and our . Croatian radio chat for DCS World
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