Is it possible to assign real debris to fuses?
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hello i am trying to set up fuses that, to say it simply, will spawn a model through a [start_effect] section. I am going to be using this to make small debris like the ones in junk fields spawn on large ships that get damaged too much. (like some parts are falling off lol) I have noticed you can spawn these through an [explosion] entry like this one from 88flak:
[Explosion]
nickname = debris_rh_large_capital_explosion
lifetime = 0.000000, 0.100000
process = shatter
num_child_pieces = 40
debris_type = debris_capital, 1.000000
innards_debris_start_time = 0.000000
debris_impulse = 100
effect = explosion_rh_small_capital, 0.000000
innards_debris_num = 4
innards_debris_radius = 25
innards_debris_object = simple_metal_debris01
innards_debris_object = simple_metal_debris02
innards_debris_object = simple_metal_debris03
innards_debris_object = simple_metal_debris04
innards_debris_object = simple_metal_debris05
innards_debris_object = simple_metal_debris06
innards_debris_object = simple_metal_debris07
innards_debris_object = simple_metal_debris08
innards_debris_object = simple_metal_debris09
innards_debris_object = simple_metal_debris10
innards_debris_object = simple_metal_debris11
innards_debris_object = simple_metal_debris12
innards_debris_object = simple_metal_debris13
innards_debris_object = simple_metal_debris14
innards_debris_object = simple_metal_debris15[Simple]
nickname = simple_metal_debris10
DA_archetype = Solar\asteroids\models\debris_engine_g.3db
material_library = solar\ast_debris2.mat
Mass = 100However i cannot use entries like this from the explosions.ini file in a fuse with a [start_effect] entry. Does anyone know a way you can accomplish something like this?
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First in explosions.ini i edited it for a single piece:
[Explosion]
nickname = extended_fuse_debris_1
lifetime = 0.000000, 0.100000
process = shatter
num_child_pieces = 1
debris_type = debris_capital, 1.000000
innards_debris_start_time = 0.000000
debris_impulse = 10
innards_debris_num = 1
innards_debris_radius = 1
innards_debris_object = simple_metal_debris10Then in the fuse file:
[fuse]
name = li_dreadnought_root_extended_2
lifetime = 10[start_effect]
effect = extended_fuse_debris_1
hardpoint = HpFX02
at_t = 0.02
pos_offset = 0, 200, 0
ori_offset = 0, 0, 0
attached = true(just an example)
i was not really expecting it to work anyway because its an “explosion” not an “effect”. -
You can use explosion in fuses by adding the explosion to a cmp-part (like wings) in shiparch.ini and then you destroy the group via fuse.