Destructible Universe Mod 1.02
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OK, so a while bac kthere was a mod that alowed you to destroy pretty much everything in FL except for planets. Now the thing about that mod was that the asteroid and debris fields were not completley done. The only place you could destry asteroids was in the badlands.
So I started making more fields dYnamic and destroyable.
So far i’ve done the fields in new york and 2 fields in california.
If anyone is interested here is a download link for the mod: -
First, sorry for reply to this old thread.
But it fits my interests very good.I want to make the asteroids fields destructible.
In this mod it is possible, but the very big asteroids act like the really little ones, which you can mine in freelancer vanilla.So is it possible to add in any way to a [Dynamic Asteroid] a mass and more life, that you need a bigger ship to push the big asteroids away and more hits to destroy a huger one?
Or is it possible to make a [Asteroid] destructible and that he gives loot, which matches with the type of the field?
And: Destroying stations in multiplayer. In this mod, the stations get really destroyed, but if a player has docked to the base, the server crashes. Another option is that you only destroy the base and docking is not longer possible, but the base still remains.
The advantage of the first possibility is that the base is away. The advantage of the second is that the server does not crash.
Is there any way to merge them to one?Maybe that you destory the base and it change to a debris model of the station…
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Drakons wrote:
And: Destroying stations in multiplayer. In this mod, the stations get really destroyed, but if a player has docked to the base, the server crashes. Another option is that you only destroy the base and docking is not longer possible, but the base still remains.
The advantage of the first possibility is that the base is away. The advantage of the second is that the server does not crash.
Is there any way to merge them to one?Maybe that you destory the base and it change to a debris model of the station…
Maybe make a exploded station in the place of the now killed station, It will allow all docked ships to undock, and whatever.
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Hp of ateroids intresting question…
About base - teoretically you may create invisible jumphole (without effect?) and may add additional string to base, must be looking as:
[Object] nickname = li01_07 ids_name = 196772 pos = 47551, -50, 5517 rotate = 0, 40, 0 Archetype = space_factory01 ids_info = 65763 base = Li01_07_base base = Li01_27_base dock_with = Li01_07_base voice = atc_leg_m01 space_costume = ge_male6_head, li_male_elite_body reputation = li_n_grp behavior = NOTHING difficulty_level = 3 loadout = space_factory01_li_01 pilot = pilot_solar_hardest [Object] nickname = Li01_27 ids_name = 0 pos = 85425, 8, 83760 ; your coords Archetype = jumphole base = Li01_27_base ; create new as in tutorials ids_info = 0
When base is destroyed, your ship undocks from jumphole
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HeIIoween wrote:
Hp of ateroids intresting question…About base - teoretically you may create invisible jumphole (without effect?) and may add additional string to base, must be looking as:
[Object] nickname = li01_07 ids_name = 196772 pos = 47551, -50, 5517 rotate = 0, 40, 0 Archetype = space_factory01 ids_info = 65763 base = Li01_07_base base = Li01_27_base dock_with = Li01_07_base voice = atc_leg_m01 space_costume = ge_male6_head, li_male_elite_body reputation = li_n_grp behavior = NOTHING difficulty_level = 3 loadout = space_factory01_li_01 pilot = pilot_solar_hardest [Object] nickname = Li01_27 ids_name = 0 pos = 85425, 8, 83760 ; your coords Archetype = jumphole base = Li01_27_base ; create new as in tutorials ids_info = 0
When base is destroyed, your ship undocks from jumphole
Interessting concept, did u test it and does it surely work?
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There is a tutorial on how to get destructible stations for MP in the archive here, It uses the same sort of technique as what you are talking about. And for having mass on dynamic asteroids, I’ve tried myself to get them to damage ships with no success, their was a thread here about it but i don’t think it produced anything worth while. hope this helps.
Ozed.
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Mindhunter wrote:
Interessting concept, did u test it and does it surely work?I have done it only server side and with already presented jumphole (ny to ny) and sp base (ithaca), but when player docks at jumphole he appears at base :)))
At my generic mod did not try yet
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Ozed thx! (where are all this people from archived?)
An idea is to create a station inside the station. I saw a tutorial about it somewhere. The station which go destroyed is the external one, and the internal station will be just a buoy.
Last one intresting idea, may do not buoy but fuchu core (invisible micro planet near Fuchu Prison - Shikoku ) without sur
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You wouldn’t need to not use a SUR, you could always use phantom_physics = true, like jumpholes use. As for making dynamic asteroids have a mass, perhaps their is a way to use a already defined [simple] which you can put a mass = line. I think if we can replace DA_archtype and material_library lines with some different syntax which can point it towards a [simple] i could do a few new thing. But I have know idea what could be used, or if it would work at all.
Ozed.
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Welcome to separate topic about destructible bases in mp.
And this topic is for mod discussion (not modification i think