Starlancer Ship Packs
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So ITAC = Big fail!? LOL!
Edit : I’ve just seen that in ITAC Kamov and Galahad torps are the same. But are totaly different ingame so the ingame is better and ITAC is only a database, what is the importance of the torpedoes texture?
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The importance of the torpedo texture is pretty obvious, so the right texture goes on the correct torpedo. As it turns out i can only find two torpedo models in SL, one for the Alliance and one for the Coalition so i guess those will have to do.
Now for something different. On the above Galahad image, there are two torpedo slots. After thinking about things for a while, i came up with the idea of offering the ship for sale without the torpedoes, instead you would buy these as a torp launcher, that way the ship would look as it should plus you could fire the torps. Here lies the problem.
What i want to happen is this, having made a torp launcher look the same as the torpedo itself, i want the launcher to destroy itself when you fire the torp, simulating the fact the torp has left the ship so it doesn’t just hang there. It’s all working apart from the fact the torp launcher is still there after i fire the torp so it looks like the torp is still mounted.
Here’s my code for the launcher,
hit_pts = 0
explosion_resistance = 0
debris_type = debris_normal
parent_impulse = 0
child_impulse = 0
volume = 0
mass = 10
hp_gun_type = hp_gun_special_4
damage_per_fire = 100
power_usage = 0
refire_delay = 0
muzzle_velocity = 10
toughness = 0
projectile_archetype = galahad_torpedo_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 0
lootable = false
LODranges = 0, 5000What i was hoping for was the damage_per_fire section to work, but it doesn’t seem to be doing what it should. This is why i set the hitpoints for the launcher to 0 thinking that the launcher will damage itself on firing, thereby destroying itself but its not doing it.
Anyone have any suggestions?
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i’ve never tested damage_per_fire, but if i remember correctly explosion_resistance is actually a damage multiplier. so setting it to 0 is doing the opposite of what you want to achieve, making it indestructible. not sure about this, but give it a try.
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Thx Rimshot. Tried that but still no joy. I set the numbers like this after your post,
hit_pts = 1
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_4
damage_per_fire = 100They still sit there after i fire the things when they should be blowing up lol
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found this post by adoxa: http://the-starport.net/freelancer/forum/viewtopic.php?post_id=37810#forumpost37810
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sigh, thanks again for that, seems it’s disabled in the code somewhere. GRRRRRR :-x
I was expecting that line to do damage to the weapon as well, but seems that isn’t happening. Nvm, have to wait for adoxa then. It’s a shame as if it did work, you could have single shot weapons like i’m trying to do here.
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Attached is the plugin for working damage_per_fire. As usual, testing has been minimal (I didn’t try MP, but it should work). If it works okay, I’ll put it on my site (along with the source). Install to dacom.ini (SP) or dacomsrv.ini (MP); requires and assumes 1.1.
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adoxa wrote:
Attached is the plugin for working damage_per_fire. As usual, testing has been minimal (I didn’t try MP, but it should work). If it works okay, I’ll put it on my site (along with the source). Install to dacom.ini (SP) or dacomsrv.ini (MP); requires and assumes 1.1.been wanting this for years. what sort of scale do you use? is it percentage based (0.01) or individual hit_pts based (1026)?
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adoxa wrote:
Attached is the plugin for working damage_per_fire. As usual, testing has been minimal (I didn’t try MP, but it should work). If it works okay, I’ll put it on my site (along with the source). Install to dacom.ini (SP) or dacomsrv.ini (MP); requires and assumes 1.1.Nice work Adoxa !
Works also in MP but , it damages the weapons one by one and not all at same time. So if i have 2 Weapons mounted with selfdamage it takes one out, then the other and not both in one go.
Besides that, awesome.
cheers
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@ Cursor
That’s how it should be if you ask me. Each weapon is dealt with seperately so if you turn one off, it won’t get damaged. This method is ideal for fire and forget weapons amongst others especially where the munition shares the launcher model.
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Gibbon wrote:
@ CursorThat’s how it should be if you ask me. Each weapon is dealt with seperately so if you turn one off, it won’t get damaged. This method is ideal for fire and forget weapons amongst others especially where the munition shares the launcher model.
If a weapon isnt turned on then yes, no damage, but if more or all weapons are turned on then the damage should happen on all of them and not one by one. Would be more “logical”. my 2 cents.
But hey, ok, it´s already awesome to have those possibilities. I can easy wrap a story around and claim that it´s a biological virus that hops from weapon to weapon to do the damage. -
http://www.youtube.com/watch?v=pUrWUZdiOuY
This demonstates an issue i’m having. Firstly thanks for the update. Secondly the debris doesn’t always spin. There’s an ini edit to get round the problem as my solution seems to create the same problem i’m having now with your updated file.
Now when i fire torp #1, everything goes as expected, the torp launches and heads off into the distance, the launcher destroys itself and obviously the launcher model as well, leaving a nice empty space where the torpedo used to be, so far so good.
When i launch the second torp, this is where it all goes strange, the torpedo itself disappears with only the torpedo engine effect working, and this flies off into the distance. The launcher vanishes as expected but seems to take the torp model with it. This is with damage_per_fire set to -1 as per the instructions unless i misunderstood.
Now my solution in contrast was to use the explosion instant effect and attach it to the launcher which achieves the same thing but i still get this disappearing 2nd torpedo model issue.
Code here:
HP_child = HPConnect
hit_pts = 1
explosion_resistance = 1
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0
mass = 10
hp_gun_type = hp_gun_special_4
damage_per_fire = -1
power_usage = 0
refire_delay = 0
muzzle_velocity = 15
toughness = 1
projectile_archetype = galahad_torpedo_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debrisNow it could be a setting i’ve put in wrong and just not seeing it or it’s something else. Confused now.
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That’s bloody mental Gib!
Some real potential for realism with that system. Could use it for missiles also.
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Further experimentation is leading me to the conclusion there’s an issue. It seems everything works well with only one of the torps mounted. As soon as you add a second torpedo it looks like the plugin is calculating the destruction of all the weapons of that type and if the first one is destroyed as it obviously is on firing, it assumes the second one is also. These were tested with the current version of the plugin and damage_per_fire = -1.
I even created a second weapon identical to the first but renamed everything and it still assumed that was destroyed before i even fired it as i also ended up with the same problem of only the effect showing on the second model. Seems the damage is passed onto the same hp_type which is obviously not correct, at least to my eyes. Surely it should be per weapon mounted and not per weapon type?