Size DOES Matter! -1 reply

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cdxmark

I don't spend enough time here

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6th October 2006

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#1 11 years ago

I am having a problem with increasing the size of expolsions. I am trying to edit the Latinum explosion to make it cover a greater distance, but I have tried changing everything I can think of it. I was thinking about just using the omega explosion instead because it is massive, but it doesn't do any damage to the ships. It says it is suppose to cause 1000 points of damage, but still nothing. I guess that leaves me with the latinum explosion, but I just can't get it to increase in size. Suggestions anyone?




Chiletrek

Warriors from Fluidic Space

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8th August 2004

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#2 11 years ago

Hello: I am not very sure at this, but maybe you may alter the file xlatinumExplosionD in your ODF\other folder. In this file, there is a parameter: // Percentage before the shockwave starts to fade. fadeFactor = 0.3 If you put a lower number, like 0.1, it may make the shockwave to dissipate in a less degree and last for a longer time while it expands. And there is also the common parameter: damageBase = 100 , which you may also alter. Well, I hope this is what you are looking for :D




pepperman

Cloaked in the Neutral Zone

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5th February 2004

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#3 11 years ago

Don't have access to my A2 files at the moment but I thought the Latinum explosion was actually a sod file (model). If so, you should be able to scale the size of it using the [COLOR=black]ScaleSOD command.[/COLOR]




Ragnar

Sneaking about...

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17th April 2007

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#4 11 years ago

It is a SOD file, but as far as I know its only an emitter. Like all the other explosions. Its the animation texture that outlines it I think.




cdxmark

I don't spend enough time here

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6th October 2006

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#5 11 years ago

Thanks so much guys. I tried the ScaleSOD thing and it worked perfect. Now the explosion is huge!! I was trying to simulate the effect of a moon exploding like in "The Undiscovered Country" when the Klingon moon exploded. Thanks again!!