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Montana Mod v2.1 (In Development)


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#621 TprHardy

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Gepost 04 augustus 2013 - 04:49

Wait I thought in a scripts folder somewhere there was a way to slow down the burning of things

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#622 JrFF34

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Gepost 04 augustus 2013 - 05:10

Wait I thought in a scripts folder somewhere there was a way to slow down the burning of things

 

I thought there was too. I remember someone talking about it on here . 


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#623 Engine81

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Gepost 04 augustus 2013 - 05:20

You can. You can edit the Materials.xml file in your specs folder.



#624 gunswat

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Gepost 04 augustus 2013 - 10:56

What's wrong with the fires? I enjoy them :D

#625 Axxif

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Gepost 04 augustus 2013 - 01:09

It makes trying to do the forest fire mission very interesting, that's for sure

#626 sambo613

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Gepost 04 augustus 2013 - 02:29

You can. You can edit the Materials.xml file in your specs folder.

There's no Materials.xml file in the specs folder, I already checked that. 



#627 Dyson

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Gepost 04 augustus 2013 - 02:33

Here's the deal with fires.

 

You have several controls.

a) What material the building is made from, 

                 This dictates several factors, like if the object will explode, how long it burns, if it needs cooling etc.

b) Editing the actual material, opening the materials.xml or the material editor in the Em4 editor, shows each material and all of its parameters, such as combustion, burn time and the afore mentioned.

 

c) The rate at which the fire spreads is dictated by fireobjects, these again are in the editor, the big yellow orb, with a red one inside. This sets where the firefighters aim their nozzles and also where the fire is emanating from. The fire you see is just an effect, this is the actual fire in game, it's virtual. The virtual fire has a main source (the red orb) and then a radiation layer (the yellow). Fire is passed through this heat radiation, to another fireobject, that's why in the base game the orb is usually as big as the building.

 

So in short depending on what aspect of the fire you want to change, change the specific aspect.

 

E.g. in the Manhattan Mod, we have a very minimal fireobject size, to avoid the entire map being engulfed, but we set the combustion and burn time high. This left us with one, maybe two buildings on fire, with minimal chance of it spreading and taking a long time to extinguish.

 

Hope this made sense, hope it wasn't too off topic :)

 

Dyson

 

x

 

p.s.

 

There's no Materials.xml file in the specs folder, I already checked that. 

Any files that you cant find in a mod that you wish to edit, copy them from the base game into the equivalent mod folder and then edit it.



#628 sambo613

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Gepost 04 augustus 2013 - 03:36

Here's the deal with fires.

 

You have several controls.

a) What material the building is made from, 

                 This dictates several factors, like if the object will explode, how long it burns, if it needs cooling etc.

b) Editing the actual material, opening the materials.xml or the material editor in the Em4 editor, shows each material and all of its parameters, such as combustion, burn time and the afore mentioned.

 

c) The rate at which the fire spreads is dictated by fireobjects, these again are in the editor, the big yellow orb, with a red one inside. This sets where the firefighters aim their nozzles and also where the fire is emanating from. The fire you see is just an effect, this is the actual fire in game, it's virtual. The virtual fire has a main source (the red orb) and then a radiation layer (the yellow). Fire is passed through this heat radiation, to another fireobject, that's why in the base game the orb is usually as big as the building.

 

So in short depending on what aspect of the fire you want to change, change the specific aspect.

 

E.g. in the Manhattan Mod, we have a very minimal fireobject size, to avoid the entire map being engulfed, but we set the combustion and burn time high. This left us with one, maybe two buildings on fire, with minimal chance of it spreading and taking a long time to extinguish.

 

Hope this made sense, hope it wasn't too off topic :)

 

Dyson

 

x

 

p.s.

 

Any files that you cant find in a mod that you wish to edit, copy them from the base game into the equivalent mod folder and then edit it.

Thanks for the info, but I copied your Materials.xml file from Manhattan Mod and then put it in the specs folder of the Montana mod and loaded up the game it was extremely laggy and then crashed before I could load the mod, so how should I edit it to prevent this from happening and make it work? 



#629 Dyson

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Gepost 04 augustus 2013 - 03:38

Thanks for the info, but I copied your Materials.xml file from Manhattan Mod and then put it in the specs folder of the Montana mod and loaded up the game it was extremely laggy and then crashed before I could load the mod, so how should I edit it to prevent this from happening and make it work? 

 

The materials wont lag the game out, sounds like you just had a particularly laggy game, the materials from the Manhattan mod wont really work too well with this mod, I'd advise using the LA's or the original games and editing them. The fireobjects is what you need to edit treally.



#630 sambo613

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Gepost 04 augustus 2013 - 03:41

The materials wont lag the game out, sounds like you just had a particularly laggy game, the materials from the Manhattan mod wont really work too well with this mod, I'd advise using the LA's or the original games and editing them. The fireobjects is what you need to edit treally.

Well i've been able to play the game without lag then suddenly when I put the Materials.xml into it it then lags? I will try the LA mods material.xml file.



#631 Dyson

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Gepost 04 augustus 2013 - 03:43

Well i've been able to play the game without lag then suddenly when I put the Materials.xml into it it then lags? I will try the LA mods material.xml file.

 

The materials file is about 35kbs in size, it also doesn't add anything to that game, if that lags your computer then it must be from the 90s ;)



#632 sanandreasfreak

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Gepost 04 augustus 2013 - 06:25

Would it be possible, that in the future, you could add something similar to the "US Army Mod", in which one has the option to pause/start when the next mission starts in freeplay? That way it is easier to manage, and we could fully enjoy all details and take time to answer calls.



#633 gunswat

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Gepost 04 augustus 2013 - 06:56

Would it be possible, that in the future, you could add something similar to the "US Army Mod", in which one has the option to pause/start when the next mission starts in freeplay? That way it is easier to manage, and we could fully enjoy all details and take time to answer calls.

disable all calls load mod do what u want save then reable the calls and load saved game (will tidy later haha)

#634 The Loot

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Gepost 04 augustus 2013 - 09:34

Would it be possible, that in the future, you could add something similar to the "US Army Mod", in which one has the option to pause/start when the next mission starts in freeplay? That way it is easier to manage, and we could fully enjoy all details and take time to answer calls.

The Army mod takes a completely new direction when it comes to events, using Campaign scripting instead of freeplay mode.



#635 sambo613

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Gepost 04 augustus 2013 - 11:27

The materials file is about 35kbs in size, it also doesn't add anything to that game, if that lags your computer then it must be from the 90s ;)

I put original Materials.xml into specs folder and I don't see a difference. 



#636 Dyson

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Gepost 04 augustus 2013 - 11:29

I put original Materials.xml into specs folder and I don't see a difference. 

 

Yes because when a file is not specified in a mod folder the original is used, so basically you've just added the same file again, you now need to edit that file, which takes a lot of fine tweaking to get the desired effect, but you're still not going to get the main effect you want unless you adjust the fireobjects like I said



#637 Reaper

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Gepost 04 augustus 2013 - 11:41

Just a question Bama, what happened to the Heavy Rescue that is featured in the signature? Did she not make it in or is it coming later? 



#638 sambo613

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Gepost 04 augustus 2013 - 11:46

Yes because when a file is not specified in a mod folder the original is used, so basically you've just added the same file again, you now need to edit that file, which takes a lot of fine tweaking to get the desired effect, but you're still not going to get the main effect you want unless you adjust the fireobjects like I said

Ok, so how high should I set the combustion and burn time to? 



#639 Dyson

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Gepost 04 augustus 2013 - 11:48

That's down to trial and error, tweak them see how it works in game



#640 matthew

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Gepost 05 augustus 2013 - 11:10

How do you add the return to station patch