Sherman Flame
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Sherman Flame
I need the Sherman flamethower tank.
I copy the flammpanzer and add it to my csv. Change the name to Sherman_Flame. Use Sherman asset. Add to my text1.
Test in game and it works but shoots shells/blast.
Data\Units copy flammpanzer.txt for animations and Sherman_0.s4f to my Units. Rename to Sherman_Flame. Change csv asset to Sherman_Flame.
Now it works in game but animation is without any blast or flame. Sherman recoils but that is it.
What else do I need?
I copy the flammpanzer and add it to my csv. Change the name to Sherman_Flame. Use Sherman asset. Add to my text1.
Test in game and it works but shoots shells/blast.
Data\Units copy flammpanzer.txt for animations and Sherman_0.s4f to my Units. Rename to Sherman_Flame. Change csv asset to Sherman_Flame.
Now it works in game but animation is without any blast or flame. Sherman recoils but that is it.
What else do I need?
Re: Sherman Flame
In the squad.csv .... Does your new Sherman_Flame unit have the FLAMERANGE attribute set to 2 ? Or whatever flamerange you want. If it's 0, it won't flame.junk2drive wrote: What else do I need?
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Yes it does. I copied the flammpanzer and only change the names.
I put them both in a battle with some HMG units. My Sherman attacks with the fire symbol from two hexes, same as the FP. The only difference is the animation, which I thought would be in the txt file. Maybe the s4f needs something too.
I put them both in a battle with some HMG units. My Sherman attacks with the fire symbol from two hexes, same as the FP. The only difference is the animation, which I thought would be in the txt file. Maybe the s4f needs something too.
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The Sherman model is out there - I will do a quick convert for you junk however I had a pc virus this weekend and had to reformat and reinstall everything . Just trying to track down all my rpogram - fortunately all files are backed up but I wasted days trying to get rid of the bl@*&y virus and then reformatting and installing.
By the way Pip when I loaded the 3ds file for the sherman the body was upside down and massive - no problem as it was easy to fix but just thought I'd mention it. Also do you have an exporter for Maya?
By the way Pip when I loaded the 3ds file for the sherman the body was upside down and massive - no problem as it was easy to fix but just thought I'd mention it. Also do you have an exporter for Maya?
Models from Tim's Surplus Store ... Established 1966 ... Open 24/7 ... closed for TEA TIME
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Richard put together a flamer version for you guys - I guess he went to bed before I got it uploaded for him, but here is the link:
http://www.slitherine.com/files/bbc_ba/ ... _flame.zip
All kudos to the art monkey
Cheers
Pip
http://www.slitherine.com/files/bbc_ba/ ... _flame.zip
All kudos to the art monkey

Cheers
Pip
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Here are all the files and a readme with instructions.
DO NOT extract the files into your game or campaigns. Extract the files into a temporary folder and go to work. This is not game ready material. Simple yes, ready to go, no.
Updated file 10/07/2010
http://dl.dropbox.com/u/6754176/J2D_Sherman_Flame.zip
DO NOT extract the files into your game or campaigns. Extract the files into a temporary folder and go to work. This is not game ready material. Simple yes, ready to go, no.
Updated file 10/07/2010
http://dl.dropbox.com/u/6754176/J2D_Sherman_Flame.zip
Last edited by junk2drive on Thu Oct 07, 2010 1:37 pm, edited 1 time in total.
Pip and Richard,pipfromslitherine wrote:Richard put together a flamer version for you guys - I guess he went to bed before I got it uploaded for him, but here is the link:
Thanks alot for taking a moment out of your busy schedule and getting a flame version out the door.
Pending any animation problems (like J2J mentioned) it sounds like a good addon for the next patch!
Rob
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The shell shot now has two blasts out the rear of the tank, nothing out the gun, small blasts at the target. In one instance over a 4-5 hex distance, the shell shot animated the flame instead.
EDIT I copied the churchill croc txt since it works correctly but I only get MG fire from the back of the tank.
BTW I deleted the old s3f s4f before I placed the new s3f in the file. Then renamed it with _0
EDIT I copied the churchill croc txt since it works correctly but I only get MG fire from the back of the tank.
BTW I deleted the old s3f s4f before I placed the new s3f in the file. Then renamed it with _0
Not sure whats going wrong. Just retested it using the Flammpanzer data and seems OK here (I rename the sherman_flame.s3f to flammpanzer_III_0.s3f, then place Flammpanzers in a mission using the editor, and see Shermans shooting flame from their tank barrels). This is the data I'm using for the Flammpanzer_III.txt
[FIRE00]
FRM 0 20
FX 3 6
SFX 1 54
SFX 1 34 128 129
[MGFIRE00]
FRM 180 200
FX 2 1
FX 12 0
SFX 0 31 122 123
SFX 12 41
CALL 2 0 2
CALL 6 1 2
CALL 9 1 2
CALL 11 1 2
[MOVE00]
FRM 25 55
FX 0 2
FX 0 3
AMBIENT 14
[MOVE01]
FRM 60 80
FX 0 2
FX 0 3
AMBIENT 14
[MOVE02]
FRM 85 100
FX 0 2
FX 0 3
AMBIENT 14
[WAIT00]
FRM 105 120
FX 0 2
[WAIT01]
FRM 125 145
[DIE00]
FRM 150 160
FX 0 4
DIETEX 0
[DIE01]
FRM 165 175
FX 0 5
DIETEX 0
[FLAME00]
FRM 0 20
FX 3 6
SFX 1 54
SFX 1 34 128 129
I wonder whether the issue might be that the Crocodile has a gun and a flamethrower, whereas (as I understood anyway) the Sherman flame only has a flamethrower? That might mean that using the Crocodile data, it might expect to have an extra emitter for the gun flash whereas in the Flammpanzer, they have both been made into flame effects?
[FIRE00]
FRM 0 20
FX 3 6
SFX 1 54
SFX 1 34 128 129
[MGFIRE00]
FRM 180 200
FX 2 1
FX 12 0
SFX 0 31 122 123
SFX 12 41
CALL 2 0 2
CALL 6 1 2
CALL 9 1 2
CALL 11 1 2
[MOVE00]
FRM 25 55
FX 0 2
FX 0 3
AMBIENT 14
[MOVE01]
FRM 60 80
FX 0 2
FX 0 3
AMBIENT 14
[MOVE02]
FRM 85 100
FX 0 2
FX 0 3
AMBIENT 14
[WAIT00]
FRM 105 120
FX 0 2
[WAIT01]
FRM 125 145
[DIE00]
FRM 150 160
FX 0 4
DIETEX 0
[DIE01]
FRM 165 175
FX 0 5
DIETEX 0
[FLAME00]
FRM 0 20
FX 3 6
SFX 1 54
SFX 1 34 128 129
I wonder whether the issue might be that the Crocodile has a gun and a flamethrower, whereas (as I understood anyway) the Sherman flame only has a flamethrower? That might mean that using the Crocodile data, it might expect to have an extra emitter for the gun flash whereas in the Flammpanzer, they have both been made into flame effects?
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I was going to research the Sherman to see if it could fire both shell and flame.
Yes the flame is working properly now, thanks.
It is the regular gun animation I am having trouble with. If the Sherman is only supposed to fire MGs then I think I had that working at one point.
When you target something you get the two symbols, flame and shell, and I thought it should fire like a regular tank.
Yes the flame is working properly now, thanks.
It is the regular gun animation I am having trouble with. If the Sherman is only supposed to fire MGs then I think I had that working at one point.
When you target something you get the two symbols, flame and shell, and I thought it should fire like a regular tank.
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Here we go
http://pwencycl.kgbudge.com/T/a/Tanks.htm
No main gun.
Using the above text I have my Sherman shooting MG fire out the front and flames working properly.
http://pwencycl.kgbudge.com/T/a/Tanks.htm
No main gun.
Using the above text I have my Sherman shooting MG fire out the front and flames working properly.
J2J,
I checked and I see why you talked about the tank having both HE attack and Flame attack. I compared your sherman_flame to the us_flamethrower values in the CSV ...
If you want this to work properly(or shall I say, differently as far as the player's POV goes) ... Change these attributes in the CSV for the SHerman_flame to read 0 ;
HEReactionRange
HERange
HEAttack[0]
HEAttack[1]
HE_Effectiveness[0]
HE_Effectiveness[1]
HE_Effectiveness[2]
HE_Effectiveness[3]
HE_Effectiveness[4]
Also, I recommend that FlameRange = 3 instead of 2 ... but that's your call.
Hope that helps.
I checked and I see why you talked about the tank having both HE attack and Flame attack. I compared your sherman_flame to the us_flamethrower values in the CSV ...
If you want this to work properly(or shall I say, differently as far as the player's POV goes) ... Change these attributes in the CSV for the SHerman_flame to read 0 ;
HEReactionRange
HERange
HEAttack[0]
HEAttack[1]
HE_Effectiveness[0]
HE_Effectiveness[1]
HE_Effectiveness[2]
HE_Effectiveness[3]
HE_Effectiveness[4]
Also, I recommend that FlameRange = 3 instead of 2 ... but that's your call.

Hope that helps.