Fubar512 Posted March 15, 2005 Posted March 15, 2005 (edited) F-111 "Dump n' Burn" First, download the attached file, "Fueldumpeffect.ini", and place it in your WoV or SFP1 Effects folder. Then, open up your F-111's data files (F-111A_data.ini) and add the following under the "[Fuselage]" header, maintaining the existing system sequence number. The "XXX" is just a place holder for the three digit sequence number. SystemName[XXX]=FuelDump Then, open up your gundata.ini file, usually located in the WoV/SFP1 Objects folder, by simply double clicking on it (it'll open up in notepad). Scroll to the bottom of the list, and copy and paste the following data, keeping in mind that you must again maintain the numbering sequence: [GunDataXXX] TypeName=F111_FD FullName=F-111 Fuel Dump Valve Caliber=100.000000 ROF=300.000000 MuzzleVel=300.000000 AmmoWt=0.000100 WarheadWt=0.000100 Reliability=100.000000 Accuracy=100.000000 AddLight=TRUE MaxLightRange=10000.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=FuelDumpEffect GunFireSound=jetburner EffectClassName= EffectTime=0.500000 TracerTexture= TracerSize=0.900000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE Close the gundata.ini files, accept the changes, then reopen it using the Gun Editor (available on this site). Simply hit save to validate the changes that you've added when you edited the gundata.ini, and to create a new (updated) gundata.dat Your F-111 of choice will now dump n' burn whenever you hit the primary gun trigger. Edited March 15, 2005 by Fubar512 Quote
Fubar512 Posted March 16, 2005 Author Posted March 16, 2005 (edited) It seems that file attachment may not have been implemented yet, so you'll have to do one more thing... Open up notepad (start/run, type notepad into the open field, and click ok). Copy and paste the following data onto notepad: [EffectType001] Name=FuelDumpEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=BurnEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=DumpEmitter Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 [EmitterType001] Name=BurnEmmiter EmissionType=POINT_EMITTER UpdateType=SIMPLE_POINT Weight=02.00000 PositiveZOnly=TRUE Randomness=0.100000 DragFactor=0.002000 Inheritence=0.300000 LifeTime=5.000 LifeTimeDeviation=0.000000 MaxVisibleDistance=18000.000000 EmissionRate=0.000050 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=2.40000 ParticleLifeTimeDeviation=0.50000 ParticleWeight=0.5000 ParticleRandomness=0.1000 ParticleDragFactor=0.10000 ParticleInheritence=0.30000 ParticleWindFactor=0.1 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.700000,0.700000,0.700000,0.500000 ParticleColor[02].Time=0.100000 ParticleColor[02].Value=0.600000,0.600000,0.30000,0.400000 ParticleColor[03].Time=0.20000 ParticleColor[03].Value=0.200000,0.160000,0.040000,0.400000 ParticleColor[04].Time=0.3000000 ParticleColor[04].Value=0.170000,0.125000,0.03000,0.300000 ParticleColor[05].Time=0.5000000 ParticleColor[05].Value=0.030000,0.030000,0.020000,0.100000 ParticleColor[06].Time=1.000000 ParticleColor[06].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.000000 ParticleSize[02].Time=0.1200000 ParticleSize[02].Value=3.00 ParticleSize[03].Time=0.5000000 ParticleSize[03].Value=6.00 ParticleSize[04].Time=1.0000000 ParticleSize[04].Value=12.0000 BaseSizeDeviation=0.5 TextureMaterial=FireMaterial [EmitterType002] Name=DumpEmitter Type=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=20000.000000 EmissionRate=0.00005 EmissionVolume=0.200000,0.200000,0.200000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.080000 ParticleLifeTimeDeviation=0.200000 ParticleWeight=-0.20000 ParticleRandomness=0.100000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000 ParticleColor[02].Time=0.080000 ParticleColor[02].Value=1.000000,1.000000,1.000000,0.200000 ParticleColor[03].Time=0.200000 ParticleColor[03].Value=1.000000,1.000000,1.000000,0.150000 ParticleColor[04].Time=0.800000 ParticleColor[04].Value=1.000000,1.000000,1.000000,0.100000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=1.000000,1.000000,1.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.300000 ParticleSize[02].Time=0.4000000 ParticleSize[02].Value=0.300000 ParticleSize[03].Time=0.8000000 ParticleSize[03].Value=0.300000 ParticleSize[04].Time=1.0000000 ParticleSize[04].Value=0.300000 BaseSizeDeviation=0.0 TextureMaterial=SmokeMaterial [FireMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Fire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [smokeMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=smokewhite.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE In notepad's menu, go to "file", "save as", "save in:" your wov/sfp1 effects folder, ""file name:" FuelDumpEffect.ini, and "save as type:" all files And that should do it! Edited March 16, 2005 by Fubar512 Quote
+Spectre_USA Posted March 16, 2005 Posted March 16, 2005 Is this any different from the one posted over at SimHQ? I tried that, and I get a light up in the `burner area, and a different than AB toned sound, but not the nice roiling, flaming fun you have pitured... Quote
Fubar512 Posted March 16, 2005 Author Posted March 16, 2005 Is this any different from the one posted over at SimHQ? I tried that, and I get a light up in the `burner area, and a different than AB toned sound, but not the nice roiling, flaming fun you have pitured... <{POST_SNAPBACK}> Spectre, I sent you a PM Quote
+Fates Posted March 16, 2005 Posted March 16, 2005 The forum pic/file uploads are back on.....sorry guys <C> Fates Quote
Fubar512 Posted March 16, 2005 Author Posted March 16, 2005 Thanks a bunch, Fates. Let's see if this works.... Quote
Fubar512 Posted March 16, 2005 Author Posted March 16, 2005 MMMMMMM Beans! <{POST_SNAPBACK}> Beans? As in "Beans, Beans, the magical fruit, the more you eat, the more you toot?" Quote
McNally Posted March 29, 2005 Posted March 29, 2005 I'm not getting this to work. I'm 100% certain I followed those directions exactly, but it's not dumping and burning. Quote
+Deuces Posted March 29, 2005 Posted March 29, 2005 I'm not getting this to work. I'm 100% certain I followed those directions exactly, but it's not dumping and burning. <{POST_SNAPBACK}> There are 2 typo's in the effect.ini posted McNally (sorry to throw you under the bus Fubar ) [EffectType001] Name=FuelDumpEffect Element[01].ElementType=HOLD_EMITTER Element[01].ElementName=BurnEmitter Element[01].StartTime=0.000000 Element[01].StartTimeDeviation=0.000000 Element[01].EjectTime=-1.000000 Element[01].EjectTimeDeviation=0.000000 Element[02].ElementType=HOLD_EMITTER Element[02].ElementName=DumpEmitter Element[02].StartTime=0.000000 Element[02].StartTimeDeviation=0.000000 Element[02].EjectTime=-1.000000 Element[02].EjectTimeDeviation=0.000000 [EmitterType001] Name=BurnEmmiter <<-- Change to Name=BurnEmitter EmissionType=POINT_EMITTER UpdateType=SIMPLE_POINT Weight=02.00000 PositiveZOnly=TRUE Randomness=0.100000 DragFactor=0.002000 Inheritence=0.300000 LifeTime=5.000 LifeTimeDeviation=0.000000 MaxVisibleDistance=18000.000000 EmissionRate=0.000050 ParticleUpdateType=SIMPLE_POINT ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=2.40000 ParticleLifeTimeDeviation=0.50000 ParticleWeight=0.5000 ParticleRandomness=0.1000 ParticleDragFactor=0.10000 ParticleInheritence=0.30000 ParticleWindFactor=0.1 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=0.700000,0.700000,0.700000,0.500000 ParticleColor[02].Time=0.100000 ParticleColor[02].Value=0.600000,0.600000,0.30000,0.400000 ParticleColor[03].Time=0.20000 ParticleColor[03].Value=0.200000,0.160000,0.040000,0.400000 ParticleColor[04].Time=0.3000000 ParticleColor[04].Value=0.170000,0.125000,0.03000,0.300000 ParticleColor[05].Time=0.5000000 ParticleColor[05].Value=0.030000,0.030000,0.020000,0.100000 ParticleColor[06].Time=1.000000 ParticleColor[06].Value=0.000000,0.000000,0.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=1.000000 ParticleSize[02].Time=0.1200000 ParticleSize[02].Value=3.00 ParticleSize[03].Time=0.5000000 ParticleSize[03].Value=6.00 ParticleSize[04].Time=1.0000000 ParticleSize[04].Value=12.0000 BaseSizeDeviation=0.5 TextureMaterial=FireMaterial [EmitterType002] Name=DumpEmitter Type=POINT_EMITTER <<--Change to EmissionType=POINT_EMITTER UpdateType=NON_MOVING MaxVisibleDistance=20000.000000 EmissionRate=0.00005 EmissionVolume=0.200000,0.200000,0.200000 ParticleUpdateType=RANDOM_MOVING ParticleRenderType=SPRITE ParticleRandomOrientation=TRUE ParticleLifeTime=0.080000 ParticleLifeTimeDeviation=0.200000 ParticleWeight=-0.20000 ParticleRandomness=0.100000 ParticleWindFactor=1.0 ParticleColorTableType=TABLE ParticleColor[01].Time=0.000000 ParticleColor[01].Value=1.000000,1.000000,1.000000,0.000000 ParticleColor[02].Time=0.080000 ParticleColor[02].Value=1.000000,1.000000,1.000000,0.200000 ParticleColor[03].Time=0.200000 ParticleColor[03].Value=1.000000,1.000000,1.000000,0.150000 ParticleColor[04].Time=0.800000 ParticleColor[04].Value=1.000000,1.000000,1.000000,0.100000 ParticleColor[05].Time=1.000000 ParticleColor[05].Value=1.000000,1.000000,1.000000,0.000000 ParticleSizeTableType=TABLE ParticleSize[01].Time=0.000000 ParticleSize[01].Value=0.300000 ParticleSize[02].Time=0.4000000 ParticleSize[02].Value=0.300000 ParticleSize[03].Time=0.8000000 ParticleSize[03].Value=0.300000 ParticleSize[04].Time=1.0000000 ParticleSize[04].Value=0.300000 BaseSizeDeviation=0.0 TextureMaterial=SmokeMaterial [FireMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=FALSE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=2.000000 PriorityLevel=3 BlendOp=BLEND_INV_SRC_ALPHA_ADD_SRC NumTextureStages=1 TextureStage[01].TextureName=Fire.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE [smokeMaterial] DepthBufferCheck=TRUE DepthBufferWrite=FALSE IgnoreRenderOrder=FALSE AlphaTestEnabled=FALSE LightEnabled=FALSE UseLightLevel=TRUE SpecularEnabled=FALSE EmissiveEnabled=FALSE AmbientColor=1.000000,1.000000,1.000000,1.000000 DiffuseColor=1.000000,1.000000,1.000000,1.000000 ZBufferOffset=0.000000 PriorityLevel=3 BlendOp=BLEND_SRC_ALPHA NumTextureStages=1 TextureStage[01].TextureName=smokewhite.tga TextureStage[01].MipMap=FALSE TextureStage[01].FilterEnabled=TRUE TextureStage[01].StageColorOp=TEXTURE_MODULATE_DIFFUSE TextureStage[01].StageAlphaOp=TEXTURE_MODULATE_DIFFUSE Try that out. Quote
McNally Posted March 29, 2005 Posted March 29, 2005 Alas, still nothing. I push the throttles to burner, I pull the trigger... And nothing happens. No different sounds, no cool-as-hell fireball trailing behind. Just nothing. Quote
+Spectre_USA Posted March 30, 2005 Posted March 30, 2005 The long drought of flame-lessness is now over! I wiped it all and started from scratch, as I believe my mucking about caused more harm then good, and alas, I have the proverbial dump and burn! Here are a pair of my ex-squaddies beholding the Zippo effect, up close and personal; McNally, it may be that you don't have the entire equation, you also need to; Add the following data to Gundata.ini, and save with the Gun editor: [GunDataXXX] TypeName=F111_FD FullName=F-111 Fuel Dump Valve Caliber=100.000000 ROF=300.000000 MuzzleVel=300.000000 AmmoWt=0.000100 WarheadWt=0.000100 Reliability=100.000000 Accuracy=100.000000 AddLight=TRUE MaxLightRange=10000.000000 FireColor=0.500000,0.450000,0.320000 GunFireEffect=FuelDumpEffect GunFireSound=jetburner EffectClassName= EffectTime=0.500000 TracerTexture= TracerSize=0.900000 TracerDistFactor=0.002000 TracerLength=0.015000 MaxVisibleDist=4000.000000 MaxStreakVisibleDist=1000.000000 TimeFuzed=FALSE Add to F-111A_DATA.INI under the following sections: Under the Fuselage header, add: SystemName[XXX]=FuelDump Under the "Internal Guns" header, add: [FuelDump] SystemType=FIXED_GUN GunTypeName=F111_FD InputName=FIRE_PRIMARY_GUN AimAngles=0.0,-1.0,0.0 MuzzlePosition=0.00,-15.9720,-0.15 LightPosition=-0.00,-14.9720,-0.15 MaxAmmo=2000 EjectShells=FALSE MinExtentPosition=0.00,-9.0000,0.0375 MaxExtentPosition=0.00,-9.8720,0.0375 The primary gun trigger will give you the dump and burn effect. Hope you get it working, it is a hoot! Quote
Fubar512 Posted March 30, 2005 Author Posted March 30, 2005 There are 2 typo's in the effect.ini posted McNally (sorry to throw you under the bus Fubar ) On the contrary, Deuces, thanks for picking up on that. Between the re-constructive surgery I've had on my right shoulder, the meds, the failing eyesite, and then returning to work after only 10 weeks of so-called recuperation & therapy....well, you get the picture. Quote
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