Destructible station turrets
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Should just be a case of adding
destructable = true
to the weapon/turret coding
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Man , we have in our mod destructible station turrets.
Simply give them small hp and fire on them as subtargets.
Give your [Gun] code here.
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[Gun] nickname = C01_GW2Z_AUTOCANNON_A ids_name = 458771 ids_info = 458772 DA_archetype = Equipment\models\weapons\no_fighter_gun.cmp material_library = ;none HP_child = HPConnect hit_pts = 99999999 explosion_resistance = 1.0000000 debris_type = debris_normal parent_impulse = 20 child_impulse = 80 volume = 0.0 mass = 1.0 hp_gun_type = hp_gun_special_1 damage_per_fire = 0 power_usage = 0.0 refire_delay = 0.25343725 muzzle_velocity = 2200.0 toughness = 1.00000 projectile_archetype = C01_GW2Z_AUTOCANNON_A_AMMO dry_fire_sound = fire_dry separation_explosion = sever_debris auto_turret = false turn_rate = 360.0 lootable = true LODranges = 10000.0
The hit_pts field is where one sets how much health the turret has.
You don’t need a destructible = true entry; I don’t even think a Gun object takes it. So if you want to make any device roughly indestructible, just give it a high amount of health. Players will eventually have to repair it, though by then they’re probably better off just buying a new device.
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HitPoints. So change your Gun section of your station like this:
[Gun] ... hit_pts = 500 ...
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i think he’s talking about station weapons as in weapons on Solars. if i remember correctly, in MP, weapons on Solars cant be blown off, they just get disabled then regen after a period of time. there may be a mod out there that changes that, i dont remember.
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Anubis wrote:
i think he’s talking about station weapons as in weapons on Solars. if i remember correctly, in MP, weapons on Solars cant be blown off, they just get disabled then regen after a period of time. there may be a mod out there that changes that, i dont remember.Yeah, exactly what I mean.
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yeah, im pretty sure that its not possible with simple INI editing to make them destroyable. Maybe there’s an offset somewhere in a dll somewhere that will make them function like they do in SP, but i haven’t heard of it done yet. the problem would be that it would be destroyed untill a server reset, which causes balance issues.
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Yep, i use offset, but alternate method is 88 Flak FLHook
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Of course 60d
I may give you only idea (not solution) to completely destroyable station turrets (without FLHook): make them lootable and play with death fuse, explosions. So result must be: destoyed turret should fly away from station and blow up.
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I have found:
http://the-starport.net/archive/viewtopic.php?p=429413&sid=174925efc9c6b18c343b25f751ad7ba9
This must work:
fuse.ini[fuse] name = station01_drop_turrets_fuse death_fuse = false ... [destroy_hp_attachment] at_t = 0.100000 hardpoint = turret_s1_01 fate = debris ....
solararch.ini:
[Solar] nickname = space_freeport01 ... type = STATION ... destructible = true hit_pts = 3500000 fuse = station_burning_fuse, 0.000000, 17325 fuse = station01_drop_turrets_fuse, 0.000000, 1
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But that will only drop them on station death, not on turret death…
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Sorry, but I don’t understand you, Gisteron…
I thought the goal was that the turret model blows off when you destroy the turret, by (e.g.) subtargeting it and then shooting it, and not the station…
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It is simply other variant of problem solution.
Firstly must be possibility to dismount turrets from undamaged player ship in space I think trough this we may find solution