The Damage Profile
EFFECTS

The [EFFECTS.n] section contains the "special effect" entries of the damage profile that produce the visual displays for varying levels of damage from a short puff of smoke to a fiery explosion.

Effects are used to define the threshold at which damage will produce a visual effect on an aircraft system, structure or component and exactly how that effect will manifest itself in the game.

In its most general form, an effects entry will look like this ...

[EFFECTS.n]
   effect.number=trigger_threshold,effect_keyword, [fx_filename,] [visual_effect,] [,effect_intensity,] [break_number,]

Here's a sample entry followed by a description of what it does.

[EFFECTS.6] ; System = Fuel Tank
effect.0=10,LEAK,2,1
effect.1=30,LEAK,3,2
effect.2=50,LEAK,3,3
effect.3=100,BOMB,1,

This effects entry states that at 10% damage, the fuel tank will begin leaking and display puffs of black smoke. At 30% damage, the fuel tank continues to leak and shows intermittent fire.. At 50% damage, the fire is continuous. Finally, at 100% damage the aircraft explodes.

Here's are some other examples ...

[EFFECTS.0] ; System = Nose Structure
effect.0=100,BREAK,,

[EFFECTS.23] ; System = Starboard Aileron
effect.0=95,LIBRARY,fx_smkpuff_m,
effect.1=100,BREAK,,

[EFFECTS.24] ; System = Tail (fwd) Structure
Location = 0.165,0.1.431,-3.613
effect.0=10,LIBRARY,fx_smkpuff_s,
effect.1=15,LEAK,2,1
effect.2=25,LIBRARY,fx_wingfire,
effect.3=40,LIBRARY,fx_wingfire,
effect.4=95,LIBRARY,fx_airexpl_s,
effect.5=100,BREAK,3,

[EFFECTS.26] ; System = Rudder
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,13,

Taking [EFFECTS.24] above as an example, the parameters (separated by commas) are ...

[EFFECTS.24] ; System = Tail (fwd) Structure

System number. Corresponds to the aircraft system of the same number. In this example, system 24 is the Tail (fwd) Structure. Note this is the system number from [SYSTEMS], not the system ID Tag. The trailing remark is for your benefit. It simply identifies the aircraft system you're working with.

Location = 0.165,0.1.431,-3.613

effect location (optional). Used to specify the exact center of the effects used with this system. If omitted, the effect originates from the center of the damage box containing this system.

Location = 0.165,0.1.431,-3.613

effect coordinates (optional). X, Y, Z coordinates (in meters) measured from the aircraft origin (0,0,0) that define the effect's emitting point, i.e. exactly where it will be emitted from this system. If omitted, the effect originates from the center of the damage box for this system.

effect.0=10,LIBRARY,fx_smkpuff_s,

effect number. Listed in consecutive order, beginning with "0." Use as many of these entries as required to define each effect you want applied to [EFFECTS.n].

effect.0=10,LIBRARY,fx_smkpuff_s,

trigger_threshold (%). When this system, structure or component suffers damage to this level, the effect is applied. In this example, when the system strength is reduced by 10%, the effect will be applied.

effect.0=10,LIBRARY,fx_smkpuff_s,

effect_keyword. A special CFS keyword that defines the type of effect to apply. The keyword LIBRARY indicates the effect is taken from the CFS2 folder, "EFFECTS."
CFS2 EFFECT KEYWORDS
 LIBRARY
 LEAK
 BREAK
 BOMB
 DAMAGE
 EMPTY
 ENGINE
 ELECTRICAL
 PANEL
 BLOOD
 DEATH

NOTE
DAMAGE causes the system function to become increasingly impaired in some way and finally break.
BOMB causes the aircraft to blow up. The size of the explosion is determined by the last parameter : 1 = normal explosion, 2 = a big explosion.

effect.0=10,LIBRARY,fx_smkpuff_s,

fx_filename. Used with the keyword "LIBRARY" to specify which effects file in the CFS2 EFFECTS folder to use. In this example, the file is fx_smkpuff_s.fx.

Here is another example of an effect entry to identify a few other terms ...

effect.0=10,LEAK,3,1

effect_keyword. A special CFS keyword that defines the type of effect to apply. In this example, LEAK indicates the damage effect is an oil leak.

effect.0=10,LEAK,3,1

visual_effect. An index value that defines the visual effect to apply.
CFS2 VISUAL EFFECTS
   0 (blank) = none
   1 = white smoke
   2 = black smoke
   3 = fire

effect.0=10,LEAK,3,1

effect_intensity. An index value that defines the intensity or duration of the visual damage effect.
CFS2 EFFECT INTENSITIES
   0 (blank) = none
   1 = puffs
   2 = intermittent
   3 = continuous

Break Away Parts

The [EFFECTS.n] section of the DP file also controls break away parts. CFS2 uses the keyword "BREAK" to trigger a break away part and a "break_number" to specify just which part will be separated from the aircraft.

Since a major system failure of this sort will occur only after the total failure of a component or structure, this is generally the last entry under [EFFECTS.n].

NOTE
When the BREAK keyword is used without an accompanying break number, the affected system, component or structure loses all functionality. If this effect is applied to the engine, for example, the engine will run rough, loose more and more power and finally quit.

Here is the last effects entry from [EFFECTS.24] above, the Tail (fwd) Structure ...

effect.5=100,BREAK,3,

trigger_threshold (%). This entry triggers the final effect when 100% of the system's strength is gone. It doesn't have to be 100%. You could trigger a break away part at a lower percentage if you decide to do so.

effect.5=100,BREAK,3,

effect_keyword. The special CFS keyword that triggers a break away part.

effect.5=100,BREAK,3,

break_number. An index value from 1 to 13 that designates the particular part to break.

There are a total of 13 different parts that can BREAK on your model, but only 6 of them will actually separate from the aircraft. A break number can only be used once in a DP file!

CFS2 BREAKING PARTS
Break
Number
Aircraft System Function
1 Port Wing Structure separates
2 Starboard Wing Structure separates
3 Tail (rear) Structure separates
4 Port Wing Tip Structure separates
5 Starboard Wing Tip Structure separates
6 Nose Structure separates
7 Engine 1 no separation
8 Engine 2 no separation
9 Engine 3 no separation
10 Engine 4 no separation
11 Port Elevator no separation
12 Starboard Elevator no separation
13 Rudder no separation

There's only one more thing to consider in the [EFFECTS.n] section, that is a section called [EXTRAS.n]. Extras are used to add smoke or fire effects to an object.

Here's a sample "extras" entry ...

[EXTRA.0] ; Nose Structure
extra_type=1
smoke_type=0
smoke_color=0
smoke_xoffset=0.0434783
smoke_yoffset=0
smoke_zoffset=4.78261

[EXTRA.0] ; Nose Structure

System number, which corresponds to the aircraft system of the same number. Note this is the system number and not the system ID Tag. The trailing remark is for your benefit. It simply identifies the aircraft system you're working with.

extra_type=1

I know of only one type: 1, which is smoke and fire.

smoke_type=0

Smoke type can be ...

   0 = None
   1=Timed (runs for a certain time)
   2=Repeating, long puffs
   3=Constant
   4=Random, random puffs

smoke_color=0

Smoke color can be ...

   0=Fire
   1=White
   2=Black
   3=Red
   4=Green
   5=Blue

smoke_xoffset=0.0434783
smoke_yoffset=0
smoke_zoffset=4.78261

These offsets (in meters) determine the point of origin for the smoke effect relative to the aircraft's origin (0,0,0).

Generally, extras have only decorative effect, but if a fire is defined at some part of the airplane, you will actually get damage messages, like "Fire is burning your tail (rear)", and presumably the relevant system suffers damage.

That covers the DP file's passive (defensive) functions. Let's move on to setting up some active (offensive) functions for your model by defining what happens when you pull the trigger on an enemy.

[BOXMAPS] The Damage Profile [GUNSTATIONS]