Exploding Ship Collateral Damage
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Hello there folks, I’m Curri and I are part of the FW:ToW Mod team.
I have a question for you fine folks:
I was told that Ship Explosive Collateral Damage was done in a Mod before. As in a fighter/capitol ship exploding caused collateral damage to the surounding vessels.
I have no idea on where to start with this and was wondering if anyone could point me in the correct direction.
The idea would be based on LOD ranges, the closer you are to an exploding ship, the more damage. Further less, obviously.
Any and all finger pointing would be appreciated.
~Curri.
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well a workaround could be dummy debris of insane count, that are created just around the inside explosion and trigger invisible explosions with less damage.
but this would take far too much RAM and bandwidth, too. though i am not sure entirely about it i think it is possible to define multiple explosions for one starship as it is possible to define multiple lines of nearly every kind if were talking about technical data and stuff. maybe then there could be multiple explosions with different radii causing the same amount of damage, if the damage of overlapping ones is added and with different amounts if not. never yet came up to such things but at least i can give these first thoughts. nice idea btw, worthy of implementation. -
As I said on the FWs forums, I think the fuse explosions already do this.
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Yeah it’s done simply by adding ‘damage =’ to your explosion fuse, I use it on all of my fuses. Nice effect too since sometimes you can take out multiple NPC ships by killing the leader.
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well, this is an idea, too, but there are some problems:
first, if it is a death fuse, the death message will not be displayed if a player dies flying the starship.
second, if it is not a death fuse, you will not manage to get the explosion radius rising during some time, because the ship could be destroyed during this or even, which is even more likely, in the same shot as the fuse is triggered (say, if it starts at 1 hp, which is the very best amount to start death fuses). -
The other option is to add the damage line to the effect in effects.ini as opposed to adding it in the fuse. That way the damage is called by the effect appearing as opposed to the a certain time point within the fuse.
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FriendlyFire wrote:
As I said on the FWs forums, I think the fuse explosions already do this.Yeah, I understood what you said.
What I was asking here was if anyone knew if the damage taken was proportional to the actually distance and not to a set range.
As in, you will take X amount of damage depending on your range in the radius. Be it 0m, 273m or 1,543mters. Not as a set value; 0m, 500, 1,500 ect…
Or are you saying FL does this automatically? Like if I set max range at 2000m and damage at 0m at 10k hull, FL will calculate the amount of damage you will take at any given range between 0 and 2k. Is this where the 1/r^2 formula comes in?
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If there’s any logic to it, then yes that would be it.