Persistent Destructible Universe
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If you use multipart bases (battleships) and you destroy just a part of the ship without killing the whole base, the destroyed part will respawn with 0 hp.
Is it able to remove destructed bases from the Nav-Map? (change to visit = 128)
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adoxa wrote:
Here’s a plugin (hi Skotty!) that prevents the client from showing destroyed solars in MP (probably won’t bother with SP). Persistently destroyed means it ain’t coming back (for all players) until the server restarts. As usual, my testing has been minimal (a single wreck), so there may be problems with other objects.Background: When the client revisits a system, a destroyed object reappears, but is indestructible - the hits are sent to the server, but because the server destroyed the object, no damage is sent back to the client. The plugin detects objects that have been destroyed and quietly destroys them again.
Oh! Intresting Adoxa!
This plugin checks object by archetype or by to some unique id?
Anothers way to prevent reapear destroyed object is cloak and hit_pts=0 we know, but ofcourse in ini’s it requires unique loadout and archetype ;( -
Very nice!
Any chance to keep destroyed solars offline past
a server restart (visit=13.5)?
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F!R wrote:
(visit=13.5)?
What?O_o
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F!R wrote:
Any chance to keep destroyed solars offline past a server restartNot sure if this is a serious request or not… I should be able to note when an object is destroyed, write it to a file, then when the server restarts, it could read that file and prevent those objects being read from the system file. If timing was wanted, it would be restricted to a minimum time, since it would only work when the server restarts.
(visit=13.5)?
As Helloween said…
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Skotty. wrote:
If you use multipart bases (battleships) and you destroy just a part of the ship without killing the whole base, the destroyed part will respawn with 0 hp.This would make for an interesting RP server if multipart bases could be destroyed in stages and those changes were held persistently.
adoxa wrote:
F!R wrote:
Any chance to keep destroyed solars offline past a server restartNot sure if this is a serious request or not… I should be able to note when an object is destroyed, write it to a file, then when the server restarts, it could read that file and prevent those objects being read from the system file. If timing was wanted, it would be restricted to a minimum time, since it would only work when the server restarts.
Another interesting RP idea: if all bases are destructible and then completely vanish from the system file (by exclusion on startup) as they are destroyed then you could have clan wars.
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adoxa wrote:
…. serious …The suggestion itself was.
I d really like to have the possibility, to keep - 4 example -
destructible bases off-line for a week or 2
and restore wrecks maybe once a week only
even past 7 reboots and 12 crashes.
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rather than system file editing, which would prolly require the client to download the files, a proper solution would be indeed logging destructions. once the server administration just cleans the logs, all bases and wrecks are back where they long to be.
however this is only efficient for servers with either large universes where the players do fly everywhere (meaning the systems are balanced) or with small player counts.
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Huor wrote:
I am asking myself what happens when you destroy a dockable base and the players who docked there will launch to space? Did anyone had such a behaviour already?Thats what I ask myself too. Not just that but what happens at the moment a base is destroyed and the player is docked with it? Server crash?
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I like this idea of keeping bases destroyed for a period of time, I’m already working on a method to have bases be constructed (which turned out to be relatively simple with the tools available today) but hadn’t thought of a way to reverse the process and have them be destroyed until “repaired”
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It’s bound to crash a server if you destroy a base that someone is supposed to be docked at isn’t it? What about trade patrols aswell? They’re supposed to have an end point that results in a dock are they not? If there’s no base there I would have thought that will result in a crash also. This is like a blast from the past, I thought it had all been tried and failed for these reasons before.
Solars I would have thought fine, but dockable bases from standard FL universe is likely going to be trouble.
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You should have 2 parts if you create a destructible base:
- one hidden where the player is docked and respawns
(similar to a planet maybe) - one visible, where you dock and what can be destroy
(maybe similar to a moor or docking ring)
The best idea will give a look at the miner ‘arrays’.
and I think I posted a script a while ago.
(Would also be cool, if we could ‘lock’ the chars,
who are docked @ a damaged base) - one hidden where the player is docked and respawns
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Just create a invisible object with dockmount “jump” (a jumphole without fx and NONTARGETABLE).
To this object you add in your system ini:
base = destructible_base
dock_with =destructible_base
parent = destructible_solarYou will ever dock at the normal solar, but if it doesn’t exist anymore, you can just dock out via this object, because non targetable will stop selecting the object.
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Yeah locking chars docked at a destroyed base would be cool, I was thinking about adjusting attributes on the fly something along these lines. The wrecked base would allow docking similar to the derelict and being built bases I’m putting into my mod but would have no or very limited services available based on condition of various parts of the station ie if the area assigned as the equipment market place is completely wrecked you can’t buy equipment. This would then allow the base to be damaged/ destroyed without worrying about it causing a system crash when patrols try to return.
You could even take this one step further and have players bring in goods required to fix/build the station. Using a plugin to track what the damaged base buys from players. Like say Boulder is damaged it might require 400 tons of optronics, 290 ship hull panels and some other stuff as the players bring this stuff in the plugin tracks sales at the base and deducts the stuff from the list when the list is filled the base is repaired and back to full operations. This premise would be good not just for NPC owned bases but also on RP servers that allow players/clans to build their own bases. To go even further the plugin could be used to make the RPer’s maintain their base by requiring them to bring in supplies to maintain the base if they don’t bring in the supplies then the base could start to degenerate giving their enemies an opening to attack and destroy the base.
Sorry I think I got a little off topic but I do like some of the ideas this thread is giving me
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It would be easier just to kill anyone docked with a base that was destroyed and respawn them at a previous or predefined location that still exists.
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LouvaDeus wrote:
… predefined location …yesyesyes