A couple questions about editing / modifying vanilla FL
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It’s been 3 years and I don’t have any of my files handy, but iirc you can change the root_health_proxy so the collisiongroups no longer leech health from the hull, there is a problem with this though, each component’s health is added to the health bar in game, so you could find yourself dead with more than half your health bar still full as you can’t tell when your hull has reached critical.
You’ll be fine as long as you keep the total HP of your collisiongroups to less than 30% of the hulls HP, over that and your hull armor starts to get a little thin
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Wait-wait guys. Afaik hitpoints of the collision group do not influence hull.
Say if you have hull of 10000, and 4 collision groups of 2500, you’ll still have to hit 10000 hull points to destroy hull.Ofcourse, the following facts MATTER:
if collision group has root_helth_proxy = true line, then all the damage got by collision_group is transfered to hull. Say if you hit collision group to 1500(took of 1000 hit_pts), your hull will have 9000 hit_pts left).
If all the collision groups will be hit by missile explosion that deals 2500 and more damage, those hit_pts will also apply to hull, that means it will deal 2500*4 = 10000 hull damage and the ship gets destroyed.
If collision_group has(in this case) hit_pts of 10000 and more, destroying it will destroy the ship, as it will deal 10000 or more dmage to hull.
The above will not happen if root_health_proxy = false.If your collision_group has a fuse attached with destroy_root = true line, no matter what other parameters(including hit_pts and root_health_proxy) suggest, it will destroy the hull after destruction.
Collisio_group hitpoints are also influenced by constants.ini(hitpoints scale of player collision_groups adjustment).
?
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Interesting.
We have capships flying on our server and many players like to target a single component (the bow section of the dreadnought for example) because they know that as long as they destroy that piece the whole ship dies.
I’ll have to look in the collision groups to see if that destroy_root = true line is in there, I never paid any attention to it.
It would be funny if the Dread could continue to fly after losing its bow section…
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It can. For this you would have to set the hitpoints of the component lower than the ships hitpoints. Besides that you have to remove the death fuse.
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Yes, now the question becomes ‘should I do it…’. The fighter pilots are already whining about the fact that they can’t beat a battleship one on one…
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Isn’t it this value?
root_health_proxy = true
I guess it is but the other value…
separable = true
…seems to act as a dispatcher when the part is destroyed.
I will make a try with :
root_health_proxy = false
After I have test it, I’ll do an edit.
Edit : that wasn’t it…
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robocop wrote:
…fighter pilots are already whining about the fact that they can’t beat a battleship one on one…WTF?? Fighter can’t beat a battleship one on one? You don’t say!
Robocop, tell them to shut up and gather some 6-10 fighter and some torps, maybe then…
That’s how I see it.
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me too…
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Ah, but an x-wing can destroy a death star can it not?
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Timmy51m wrote:
Ah, but an x-wing can destroy a death star can it not?It seems to me you still haven’t seen a battleship. It does not look like a death star, battleship is not a death star.
And it has no such week points.
Though actually fighter can destroy battleship - it only will take VERY much luck and time… -
Grow a sense of humour you nutter
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I buy mine from a local pharmacist, he does all the growing, I do all the laughing