Help!! explosions not affecting turret hardpoint
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Hello…
this seem to be the best place for answers. I am presently working on the Freeworlds 18.xx mod. I am modding the weapons to be hittable, seem pretty standard. but I cant for the life of me figure out why the blast range from the explosion doesnt effect the turrets. I set the explsion resistance to 0 on the weapon_eq file and I using the old RH_turret as the model for the guns, so there a cmp and sur. it hitable and destroyable with lasers but nothing from projectile weapons. can anyone Help?
Thx
Jericus
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An explosion resistance of 0 means 0% damage from explosions I think…
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I’ve never seen explosion resistance have any effect on anything.
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other way quarks lol…
most are set to 0.5… setting to 0.0 “should” mean no resistance… higest is 1.0 meaning full… going over causes CTD’s … at least that’s my understanding of it… also check the settings in constants for attached eq hp scale & HULL_DAMAGE_FACTOR
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Every vanilla gun has explosion_resistance = 1 and they take full explosion damage. The guns in my mod have 0.1, and they take nearly no damage from explosions, so…
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hehe fair 'nuff i was going on what would be “logical”… lol… i should know better than to think logicaly when it comes to FL data… most of mine are set to 0.5… i chose the “half way” approach to be safe.
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I would also have a look at the section:
PLAYER_ATTACHED_EQUIP_HIT_PTS_SCALE = 21
in the constants.ini.
If the entry looks like that above your turrets will take only a fraction of damage delivered by the weapon. Try experimenting with the multiplier, my experience is, the lower it is, the more damage they take. This is a global value so remember that your fighter guns will also fall off much faster if you change it.
Also take into your calculations that damage delivered by the missile decreases with distance to impact so if you have detonation_distance set to a high value the damage delivered will be already less than the value put into the ammo section.
I guess a combination of all will be the cause why your turrets don’t take proper damage.
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Tiger_MU wrote:
Also take into your calculations that damage delivered by the missile decreases with distance to impact so if you have detonation_distance set to a high value the damage delivered will be already less than the value put into the ammo section.
No.
1. detonation_distance is the distance from the centre of the target that missile explodes.
2. Unlike in fuses, damage delivered by missile does not decreases gradually from the centre of the [Explosion] radius = parameter found in weaponequipment.ini. Everything within explosion radius will get the same damage.If I got that part of your post right.