Destructible station turrets
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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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Helloween, what is the offset you use? 60d in server.dll(time that destroyedobjects get restored) or something else? and is it possible to make those turrets completely destructible(so that they get exploded) using FLHook?
Damn, i was sure it is easy…
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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
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Btw if solar has not internal hp
[destroy_hp_attachment] at_t = 0.100000 hardpoint = random fate = debris
Works fine too