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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?

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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?

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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.

 

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Actually Ed you do not even need that missileobject.ini anymore.

 

Ah, cool :good:

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Thank Killerbee. He taught to me.

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Thanks, I'll try that.

 

I did add the missile object.ini from the weps pack, though, and it still wasn't working.

Edited by malibu43

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Yep, that fixed it! :good:

 

So is the missileobject.ini not used anymore? I made edits to bulletobject.ini to add 57mm effects, and those worked...?

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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.

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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.

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...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"...

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"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.

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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 by 331Killerbee

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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.....

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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.....

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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

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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

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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 by 331Killerbee

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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?

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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......

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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 by malibu43

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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

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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 by 331Killerbee

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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.....

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Debris Types from the game are.....

 

ComponentDebris

SystemDebris

ShrapnelDebris

BoosterDebris

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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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