malibu43 Posted June 21, 2009 Posted June 21, 2009 I've installed the M47A4-PWP from KB's weps pack, along with effects and all. But I'm not getting any WP effects when I drop the bombs. CBU and bomb effects are working fine. Does anyone have the WP effects working in SF2?
+Fubar512 Posted June 21, 2009 Posted June 21, 2009 I've installed the M47A4-PWP from KB's weps pack, along with effects and all. But I'm not getting any WP effects when I drop the bombs. CBU and bomb effects are working fine. Does anyone have the WP effects working in SF2? Did you perform the necessary edits to the missileobject.ini?
+Dave Posted June 21, 2009 Posted June 21, 2009 Did you perform the necessary edits to the missileobject.ini? Actually Ed you do not even need that missileobject.ini anymore. At the bottom of the weapon that has WP just add this [WeaponData001] TypeName=Mk40_Hydra_Mk67mod0 FullName=2.75" Mk 40 Rocket (White Smoke) w/Mk67 MOD 0 ModelName=Mk40_Hydra_Mk67mod0 Mass=11.11 Diameter=0.070000 Length=1.440000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.370000 AttachmentType= SpecificStationCode= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=1 RailLaunched=FALSE RocketPod=TRUE Retarded=FALSE FinStabilized=TRUE SpinStabilized=TRUE HasGrowl=FALSE EffectClassName=WPRocketEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=0.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=70 MaxTurnRate=0.000000 MaxLaunchG=2.500000 LockonChance=0 LaunchReliability=70 ArmingTime=2.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=0.000000 MaxLaunchRange=0.000000 Duration=60.000000 CounterCountermeasure=20.000000 NoiseRejection=20.000000 CapabilityFlags=0x00000000 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.000000 BoosterDuration=1.700000 BoosterAccel=122.449997 BoosterEffectName=RocketFireEffect BoosterSoundName=Rocket BoosterNodeName= BoosterPosition=0.000000,-0.730000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-0.730000,0.000000 InFlightEffectName=RocketInFlightEffect InFlightSoundName= ReleaseAnimationID=1 ReleaseAnimationTime=0.500000 ReleaseAnimationDelay=0.000000 EODisplayFlags=0 CEP=10.000000 [WpRocketEffects] EffectShaderName=twColor1.fx GroundHitEffectName=WilliePeteGroundExplosion GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=MediumRocketWaterHitEffect WaterHitSoundName= ObjectHitEffectName=WilliePeteGroundExplosion ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=MediumRocketAirExplosion ArmorHitSoundName=SmallExplosion.wav CraterModelName= CraterType=1 Add the bolded portion and provided you have that effects in your effects folder it works.
+Fubar512 Posted June 21, 2009 Posted June 21, 2009 Actually Ed you do not even need that missileobject.ini anymore. Ah, cool
malibu43 Posted June 22, 2009 Author Posted June 22, 2009 (edited) Thanks, I'll try that. I did add the missile object.ini from the weps pack, though, and it still wasn't working. Edited June 22, 2009 by malibu43
malibu43 Posted June 22, 2009 Author Posted June 22, 2009 Yep, that fixed it! So is the missileobject.ini not used anymore? I made edits to bulletobject.ini to add 57mm effects, and those worked...?
+Fubar512 Posted June 22, 2009 Posted June 22, 2009 The missileobject.ini still works, it's just simpler to add the needed lines to each weapon's data file. I suppose you could try the same edits, on a gun by gun basis, since guns can now be added using a similar format as weapons.
+331Killerbee Posted June 22, 2009 Posted June 22, 2009 The MissileObject.INi and BulletObject.INI work for just the "Stock" Effect Classes. There's no need to Edit them anymore. Any Edits sometimes doesn't work . Any "Custom" Effect class would have to be added to each Weapon/Gun as above and the Effects added to the "Effects" Folder. They work 100% of the time done this way and Makes the Weapons "Plug and Play" between the different Titles as long as One has the Effects in the proper place. Yes, This Format also works for Gun Effects that were controlled by the BulletObject.INI before. The only Problem with this way of handling Weapons comes from Pods and Dispencers that use Sub-Munitions. You have to install the Rocket or Sub-Munition first before the Pod or Dispencer. If One fails to install or has a missing Sub-Munition, You'll get a Windows Warning stating there's a Problem with the MissileObject.Dll. If one get this Message, Installing the proper Sub-Munition solves the Problem every time.
malibu43 Posted June 22, 2009 Author Posted June 22, 2009 ...The MissileObject.INi and BulletObject.INI work for just the "Stock" Effect Classes. There's no need to Edit them anymore... Unless you're editing one of the "stock" effects, right? For example, changing the sound and flak cloud for "57mm effects"...
+331Killerbee Posted June 22, 2009 Posted June 22, 2009 "Stock" Weapon Effects Classes are for "Stock" Weapons. If You change a "Stock" Weapon, You'll be making a Copy of it and placing a Folder with all related Files in it, In the Weapons Folder. Then make Your changes to it. The MissileObject.INI and BulletObject.INI being in the Object001.Cat is read By the Game Engine for the "Stock" Weapons and It's Effects Classes after it reads the "Weapons Folder" for any Weapons that are 3rd-Party or Changes to "Stock" Weapons. The Object001.Cat being "Default" for the Game's Core. TK stated that there was no reason to mess with the MissileObject.INI or BulletObject.INI any more. All Weapon Edits are handled within the Weapons or Guns Folders.
+331Killerbee Posted June 22, 2009 Posted June 22, 2009 (edited) For Example, If You were changing the Effect for the 57mm Gun, You'd be making a Copy of the Gun in Your "Guns" Folder with the Edits to the Effects Class at the End of the 57MMGun_Data.INI like above. If You didn't like it or didn't need the Effect anymore, Removing the File from the "Guns" Folder is all that's needed to revert back to the Default. No need to edit the BulletObject.INI.......Same goes for the Weapons and the MissileObject.INI...... Edited June 22, 2009 by 331Killerbee
+331Killerbee Posted June 22, 2009 Posted June 22, 2009 Here's an Example of a Gun Effect I just did. It took all of 5 Minutes to get working Just now. Even though it's Third-Party Gun, A changed "Stock" Gun would be handled in the same fashion. [GunData001] TypeName=M-5_Grenade FullName=40MM M75 Grenade Launcher Caliber=40.000000 ROF=100.000000 MuzzleVel=650.000000 AmmoWt=0.500000 WarheadWt=0.500000 Reliability=95.000000 Accuracy=58.000000 AddLight=TRUE MaxLightRange=1200.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=LmgFireEffect GunFireSound=Mortar EffectClassName=40MMGrenadeEffects EffectTime=0.100000 TracerTexture=Tracer.tga TracerSize=0.100000 TracerDistFactor=0.002000 TracerLength=0.100000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=TRUE [40MMGrenadeEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=40MMGrenadeExplosionEffect GroundHitSoundName=SmallExplosion.wav WaterHitEffectName=40MMGrenadeExplosionEffect WaterHitSoundName= ObjectHitEffectName=40MMGrenadeExplosionEffect ObjectHitSoundName=SmallExplosion.wav ArmorHitEffectName=40MMGrenadeExplosionEffect ArmorHitSoundName=SmallExplosion.wav AirBurstEffectName=FlakEffect AirBurstSoundName=SmallExplosion.wav I made the "Custom" Effect and it's in the "Effects" Folder.....
+331Killerbee Posted June 22, 2009 Posted June 22, 2009 So if You were changing the "Stock" 57mm S-68 Cannon, You'd be making a Folder in the "Guns" Folder called "57mm_S68" and have a 57mm_S68_Data.INI and 57mm_S68.INI in it. The Data.ini would look like this: [GunData001] TypeName=57MM_S68 FullName=57mm S-68 Cannon Caliber=57.000000 ROF=120.000000 MuzzleVel=1000.000000 AmmoWt=2.850000 AmmoStoreWt=8.692499 WarheadWt=0.154000 Reliability=93.000000 Accuracy=62.000000 AddLight=TRUE MaxLightRange=1200.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=37mmFireEffect GunFireSound=AAA EffectClassName=37mmEffects EffectTime=0.100000 TracerTexture=Tracer2.tga TracerSize=0.200000 TracerDistFactor=0.002000 TracerLength=0.018000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=TRUE [37mmEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=37mmGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName= ObjectHitEffectName=37mmObjectHitEffect ObjectHitSoundName=ObjectHit ArmorHitEffectName=37mmObjectHitEffect ArmorHitSoundName= AirBurstEffectName=FlakEffect AirBurstSoundName=SmallExplosion Now this is the "Stock" Entries Above. You can change the EffectClass to something like this: (An Example) [57mmEffects] TracerEmitterName=TracerSmokeEmitter2 GroundHitEffectName=57mmGroundHitEffect GroundHitSoundName=DirtHit3.Wav WaterHitEffectName=57mmCannonWaterHitEffect WaterHitSoundName=57mmWaterHit.Wav ObjectHitEffectName=57mmObjectHitEffect ObjectHitSoundName=ObjectHit2.Wav ArmorHitEffectName=57mmObjectHitEffect ArmorHitSoundName=57mmArmorHit.Wav AirBurstEffectName=FlakEffect3 AirBurstSoundName=SmallExplosion3 Just be sure the Effects are Named and all .Tga's are in the "Effects" Folder that pertain to the Effects. Sounds in the "Sounds" Folder.....
+331Killerbee Posted June 22, 2009 Posted June 22, 2009 Also these can be changed from "Stock" and Saved..... [GunData001] TypeName=57MM_S68 FullName=57mm S-68 Cannon Caliber=57.000000 ROF=120.000000 MuzzleVel=1000.000000 AmmoWt=2.850000 AmmoStoreWt=8.692499 WarheadWt=0.154000 Reliability=93.000000 Accuracy=62.000000 AddLight=TRUE MaxLightRange=1200.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=37mmFireEffect <<<<< Gun Firing Effect GunFireSound=AAA <<<<<< Gun Firing Sound EffectClassName=37mmEffects EffectTime=0.100000 TracerTexture=Tracer2.tga <<<<< Can use a Different Texture TracerSize=0.200000 TracerDistFactor=0.002000 TracerLength=0.018000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=TRUE
malibu43 Posted June 23, 2009 Author Posted June 23, 2009 Thanks KB! I added the entry below to my 57MM_S68_data.ini, and the smaller flak clouds are showing up fine, but the different flak sound still isn't there. The flak.wav file is in the sounds folder. It worked fine in WOV/WOE. Is there something else I'm missing? [GunData001] TypeName=57MM_S68 FullName=57mm S-68 Cannon Caliber=57.000000 ROF=120.000000 MuzzleVel=1000.000000 AmmoWt=2.850000 WarheadWt=0.154000 Reliability=93.000000 Accuracy=62.000000 AddLight=TRUE MaxLightRange=1200.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=37mmFireEffect GunFireSound=AAA EffectClassName=37mmEffects EffectTime=0.100000 TracerTexture=Tracer2.tga TracerSize=0.200000 TracerDistFactor=0.002000 TracerLength=0.018000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=TRUE [37mmEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=37mmGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName= ObjectHitEffectName=37mmObjectHitEffect ObjectHitSoundName=ObjectHit ArmorHitEffectName=37mmObjectHitEffect ArmorHitSoundName= AirBurstEffectName=57mmFlakEffect AirBurstSoundName=FLAK
+331Killerbee Posted June 23, 2009 Posted June 23, 2009 (edited) Is it in the Sounds folder listed as flak.Wav or FLAK.Wav? Also, See Dave's Post above......You might try adding the .wav Extention to it..... Edited June 23, 2009 by 331Killerbee
malibu43 Posted June 23, 2009 Author Posted June 23, 2009 Is it in the Sounds folder listed as flak.Wav or FLAK.Wav? Also, See Dave's Post above......You might try adding the .wav Extention to it..... Checked the caps/no caps and tried the extension... still no love. Are there formating requirements for the .wav file?
+331Killerbee Posted June 23, 2009 Posted June 23, 2009 The Game's are 176kbps .Wav Files. I haven't been able to get anything else to work. I have some custom 32kbps .Wavs but i don't know how to convert them Yet to find out. I haven't messed with Sounds in Years. I'll keep pluggin' at it though......
malibu43 Posted August 7, 2009 Author Posted August 7, 2009 (edited) OK, So I'm working on some additions to the SF2V all in one pack (for v2.0) that will hopefully increase the deadliness of AAA. Let me see if I have this right so far: 1) Changes to effects used for a stock effect class (37mmeffect, for example) can still be made via the bulletobject.ini or missileobject.ini files. For example, I could make this change in bulletobject.ini, and it would be effective: [37mmEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=37mmGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName= ObjectHitEffectName=37mmObjectHitEffect ObjectHitSoundName=ObjectHit ArmorHitEffectName=37mmObjectHitEffect ArmorHitSoundName= AirBurstEffectName=57mmFlakEffect AirBurstSoundName=FLAK 2) The addition of new effects classes (WPbombeffects, for example) need to be added to the bottom of the data.ini file for that particular weapon or gun. Are these two statements correct? Lastly, I some of the "edits" I want to use for this mod come from changes to the aircraftobject.ini file. This change for example: ... [shrapnelDebris] Velocity=8.0 VelocityDeviation=0.4 AngleRateFactor=1.0 DragFactor=0.05 LifeTime=3.0 ShrapnelChance=50 ShrapnelCount=20 // ShrapnelChance=0 // ShrapnelCount=0 SmokeEffect= FireEffect= ... Does this affect shrapnel from weapons, or shrapnel from an aircraft explosion? Also, and most importantly, do these edits need to go somewhere else in the new series, or is aircraftobject.ini still the appropriate place for them? Thanks for your help! We're really trying for some deadlier AAA in v2.0 of the all-in-one, and any help with these questions would be great. -Gregg Edited August 7, 2009 by malibu43
malibu43 Posted August 8, 2009 Author Posted August 8, 2009 Also, does anyone know if the bold entries below actually work? I haven't been able to figure that one out. [37mmEffects] TracerEmitterName=TracerSmokeEmitter GroundHitEffectName=37mmGroundHitEffect GroundHitSoundName=DirtHit WaterHitEffectName=CannonWaterHitEffect WaterHitSoundName= ObjectHitEffectName=37mmObjectHitEffect ObjectHitSoundName=ObjectHit ArmorHitEffectName=37mmObjectHitEffect ArmorHitSoundName= AirBurstEffectName=FlakEffect AirBurstSoundName=SmallExplosion ShrapnelChance=100 ShrapnelCount=250
+331Killerbee Posted August 8, 2009 Posted August 8, 2009 (edited) OK, Here's the "Rules of Thumb when dealing with Effects for SF2..... 1) If replacing a Existing Effect or Sound that came with the "Stock Game", Then that's the only time a User would have to extract the MissileObject.ini and BulletObject.ini and edit them. Example: If I was to exchange the 37mm Effect that came with the Game with the 57 Effect (That came with the Game), I'd extract the .INI's that reflect those Changes and place them in the required Folders. Remember, The Game Engine reads Changed .INI's first before reverting to "Defaults" of the "Core". 2) Custom Generated Effects that are not of Weapons nature, Default Stock ones by placing them in the "Effects" Folder. Example: If I made a Afterburner Effect that is different from the Stock one, I'd place it in the Effects Folder. Of Course, I'd have to make the changes to the Aircraft's Data.ini to reflect the Change if needed. 3) Custom Generated Effects of Weapons Types are added to the end of the Weapon or Gun Data.INI. This is where the "Old" MissileObject.INI and BulletObject.INI from the First Generation come in handy. Use them as a Reference to adding Effects in the Weapons/GunsData.INI's in the New SF2 Format. Be sure that the Custom Effects generated for these are added to the Effects Folder. Example: See Posts above for Examples...... 4) Sounds can be changed for any other Sound that came with the "Stock" Game via just editting the appropriate .INI's to reflect the Changes. This falls in line with the same as changing Stock Effects. 5) Custom Sounds that come from an outside Source must be added to the SoundList.INI and saved in the Flight Folder. Once this is done, The Sound becomes "Active" and must be added to the effected .INI's in order to work. This applies to all Sounds that come from an Outside Source. Be sure to add Your new Sound to the Sounds Folder. The "Debris" Entry from the AircraftObject does indeed effect the Aircraft's Debris. The Entries work on Varibles much like Aircraft Parking for Randomness. the Varibles are from 0 to 99. There is also a Debris Entry for Weapons in the MissileObject.INI. It works the same way. The BulletObject.INI has no such Entry. One of the most un-used Entries in the Game is below: [shrapnelDebris] Velocity=8.0 VelocityDeviation=0.4 AngleRateFactor=1.0 DragFactor=0.05 LifeTime=3.0 ShrapnelChance=50 ShrapnelCount=20 // ShrapnelChance=0 // ShrapnelCount=0 SmokeEffect= <<<<<<<<<<<<< FireEffect= <<<<<<<<<<<<< Those two Entries give the User the ability to assign a Fire and Smoke Effect to the Debris particles. Neat, Huh? I hope this helps in explaining some. I'll try to answer Questions to the best of My ability. Good Luck! 331KillerBee Edited August 8, 2009 by 331Killerbee
+331Killerbee Posted August 8, 2009 Posted August 8, 2009 ShrapnelChance=100 1) ShrapnelCount=250 2) 1) The chances of having Shapnel and it's Varibles......... 2) The "Most" amount of Shrapnel it can have. According to this, It can have from 0 to 250 Pieces.....
+331Killerbee Posted August 8, 2009 Posted August 8, 2009 Debris Types from the game are..... ComponentDebris SystemDebris ShrapnelDebris BoosterDebris
+eburger68 Posted August 8, 2009 Posted August 8, 2009 331KillerBee: Thanks for the info -- most helpful. One question about custom effects classes in the Weapons and Guns DATA.INI files. Earlier in this thread you advised simply adding them in using the same names as used in the BulletObject.INI or MisileObject.INI -- for example: EffectClassName=40MMGrenadeEffects . . . [40MMGrenadeEffects] Yet in the KB article on custom effects in SF2, the advice given is to drop the S from the effects class name -- see: http://forum.combatace.com/index.php?showt...20&start=20 Example: EffectClassName=40MMGrenadeEffect ... [40MMGrenadeEffect] What's the final word on this? Or is the advice different for Guns vs Weapons? Thanks, Eric L. Howes
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