Hack request: stop fuse damage from not triggering ship_fuse when ship is destroyed.
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OK this is gonna be tricky one I guess.
If you set some fuse to trigger damage(for example when a station or a ship explodes), and this fuse kills a ship(maybe also some solar), the death fuse of the ship will not be played.
And all the equipment mounted on your ship gets destroyed even if your ship has less hitpoints than mounted equipment, even if damage was sufficient to destroy only the ship hull, not the equipment.An example of what I am talking about:
You fly sabre, have only 1000(one thousand) hp left, and have unharmed level 9 guns mounted(about 6752 hp),you and others destroy some cruiser, but you don’t manage to get far enough before it explodes and it deals 1500 hp damage to you… you are intended to tumble for 1 second and loose your guns and cargo as loot that may or may not be destroyed by the explosion of your ship(as your ship’s fuse states) but… this is simply not happening - you die instantly and so do your guns and equipment. In the same situation if you die not from the fuse damage(set in fuse.ini), but from the explosion(I mean “[explosion]”, say from explosions.ini) in the same situation that deals the same amount of damage - everything goes as it should.
Using explosions for ship explosions has some drawbacks, so using fuses is more precise, that’s why using explosion doesn’t suit in my case.
So, anyway to make explosion damage trigger normal ship fuses?
Also if yo add impulse to explosion, it will only effect npcs, not playes.
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Weapons and such have explosion resistance entries in weap_equip don’t they? Perhaps that’s why they don’t go boom from normal explosions.
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Timmy51m wrote:
Weapons and such have explosion resistance entries in weap_equip don’t they? Perhaps that’s why they don’t go boom from normal explosions.That’s not the case, it seems like fuse damage does not percepted by the hull as other types of damage(explosion and hits). didn’t try collision.