Destructible bases npc patrols question
-
But is this a working concept(it’s just unfinished or there are still some problems with implementing this feature?)?
And about other questions OPerator, please…
In general, what are the concepts for destructible bases for now and what are the drawbacks?
I’ve heard of these:
Simply adding destructible = true and hit_pts to solararch
Exe hack(60.0 value hack, though the base won’t be destroyed, like missle platforms in vanilla.
Destructible stations P.O.C
There also was some tutorial from the guy called honeamize on vanilla TLR.
But I don’t know the drawbacks behind all this, guess it’s not only CTD on player undocking(Is it possible to work it out with FLHook?).
Any info?
-
As long as the station object itself isn’t destroyed (no destroy_root in the fuse), there should be no crashes related to NPC patrols and/or docking. If the base is at 0 health (“destroyed”), dock will just simply be disabled on it, however NPCs will simply patiently wait until the base is repaired, and then dock after - additionally, ships can still launch while the base is “destroyed,” meaning if a player / NPC were to undock from a 0 health base, they’d still launch fine.
-
Do break-off parts work for bases, so that at least you break off large base structural parts that fly off, leaving a jagged root of the station to appear ruined?
-
we have working destructable bases on MU we use them for a server event only drawback we have found is you can only blow them up once per server reboot. Once destroyed they are invisible till the server restarts.
-
From solararch.ini
[Solar] nickname = unlawfull_destruct01_01 ids_name = 262040 ids_info = 66925 type = STATION DA_archetype = solar\dockable\station_large_b_lod.cmp material_library = solar\Solar_mat_dockable02.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic LODranges = 0, 2000, 3000, 4000, 7000, 40000 mass = 10000.000000 solar_radius = 800 shape_name = NAV_largestation hit_pts = 10000000 destructible = true shield_link = capship_shield, HpMount, HpShield02, HpShield03, HpShield04, HpShield05, HpShield06, HpShield07 explosion_arch = explosion_battleship fuse = dyson_generator_fuse, 0.000000, 4 [Solar] nickname = lawfull_destruct01_01 ids_name = 262039 ids_info = 66925 type = STATION DA_archetype = solar\dockable\station_large_b_lod.cmp material_library = solar\Solar_mat_dockable02.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic LODranges = 0, 2000, 3000, 4000, 7000, 40000 mass = 10000.000000 solar_radius = 800 shape_name = NAV_largestation hit_pts = 10000000 destructible = true shield_link = capship_shield, HpMount, HpShield02, HpShield03, HpShield04, HpShield05, HpShield06, HpShield07 explosion_arch = explosion_battleship fuse = dyson_generator_fuse, 0.000000, 4
From system ini
[Object] nickname = unlawfull_destruct01 pos = 54846, 0, -74846 ids_info = 66925 behavior = NOTHING reputation = cl_redbase_grp pilot = pilot_solar_hardest archetype = unlawfull_destruct01_01 ids_name = 262040 loadout = unlawfull_destruct01_lod difficulty_level = 19 space_costume = pl_male7_head, pl_male3_peasant_body voice = atc_leg_m01 [Object] nickname = lawfull_destruct01 pos = 54846, 0, -21866 ids_info = 67925 behavior = NOTHING pilot = pilot_solar_hardest reputation = cl_greenbase_grp archetype = lawfull_destruct01_01 ids_name = 262039 loadout = lawfull_destruct01_lod difficulty_level = 19 space_costume = pl_male7_head, pl_male3_peasant_body voice = atc_leg_m01
Hope that helps you, i dont know if any exe hacks were applied to make this work as it was done before i became a modder at MU.
-
I’ve got an Idea(haven’t tested it though…).
Put an object (not a dockable station) into system that would have the station archetype.
Delete the dock bay doors from this object
Put a station(dockable) into system with the same coordinates as the object, the station has got no .sur(so, that you can fly through it).
Assign object using "parent = "line to the station.
Mount some kind of equipment(such as engine, for example) to the station to one of it’s hardpoints, make the engine use huge amount of energy. mount a cloaking device to the station and make it use huge amount of energy, so that cloaking device won’t activate till the engine is destroyed(not sure here).
Make the bay doors of the station the only object that has .surs assigned <— Is this possible???
Through fuses or whatever you can make an object to deliver damage to the station(the object may be resized a little bit bigger(unnoticeably, by 0.01% or less).
After the station’s health reaches 1 or 0 through fuses engine(or whatever equipment is used) is destroyed(destroy_hp_attachment). The cloaking device now can access more energy and is activated, the station turns invisible, it has 0 health, and you can fly through it, the bay doors get destroyed(they can be made collision groups).
This time the object goes Kaboom.It seems to be possible, the only problem I see for now is the bay dors .sur. Is it possible???
Though some unexpected hardness may happen, needs testing.
-
ok i got the chance to test my destructable universe by “simulating” a server environment and testing various possible situations
A full online test is not possible yet due to other elements of of the mod which need to get finished first.Basically that concept is based on a dummy concept by cv (if i remember right) in combination with some tweaks and I would like to release a scripted version (standalone) after the CF mod is finished. And since I am not the best tutorial writer and due to model requirements i simply would ask you to wait for the release.
Of course some final tests will be needed to be done to ensure that there are no negative side effects (i hate to release something that could cause problems).from the test i can say that stations of course work like the normal FL stations atm… including all docking preferences and animations
All vanilla stations are covered. From the basic settings they have 5mio hitpoints coz think stations should be hard to be destroyed for 2 reasons (1. in singleplayer npcs shouldnt be able to destroy stations that are needed in missions; 2. i dont want that players which have a bad day start to destroy all bases in just a minute and ruin other players fun)
After the station got destroyed it disappears from screen and you cannot target it from the station list so you are absolutly not able to dock.
Docked players are still able to undock so the server does not crash. NPCs completly ignore the stations once they are destroyed.Actually thats exactly what the task was… I will release that mod for public use… just give me the time to do the final tests and finish my other work first.
-
OPR8R(btw, is it ok to call you OPR8R?? :-), and what about the patrols? There are systems where patrols start up and end up at the same base, removing the base will cause CTD. Will this be fixed? (Maybe make an in-game patrol zone creation with FLHook???)
If this is fixed, then I can’t wait for release. -
OPR8R, OP-R8R or OP are ok
I just dont like being called SWAT since thats just a tag and not the nicknameI have many patrols in my mod and didnt experience any problems yet
the only problem ive found yet is a console error about a docking animation that i forgot to fix… it will be gone in about 10 mins