Destructable solar battleships
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And archetype - any or with prefix rm_ ?
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Checked small weapon platform in NY Debris field - FALSE.
1. I have destroyed Small Weapon platform.
2. Reconnected.
3. Platform in place and undestructible.What’s wrong?
Solararch.ini:
[Solar] nickname = small_wplatform LODranges = 0, 400, 1000, 2000, 5000 ids_name = 261164 ids_info = 66171 type = WEAPONS_PLATFORM ; Right! fuse = death_comm, 0.000000, 1 ; Destructible fuse explosion_arch = explosion_small_wplat ; Explosion DA_archetype = solar\misc\weapons_platform_small.3db material_library = solar\Solar_mat_misc02.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic mass = 10000.000000 loadout = small_weapon_platform solar_radius = 300 shape_name = NAV_weaponplatform destructible = true ; yes hit_pts = 4600 ; of course
Fuse.ini:
[fuse] name = death_comm lifetime = 1 death_fuse = true ; Right! [tumble] at_t = 0.000000 ang_drag_scale = 0.300000 turn_throttle_z = 0.700000, 0.950000 turn_throttle_x = 0.000000, 0.100000 turn_throttle_y = 0.000000, 0.100000 throttle = 1.000000, 1.000000 [destroy_hp_attachment] at_t = 0.000000, 1.000000 hardpoint = random fate = debris [destroy_group] at_t = 0.000000, 1.000000 group_name = random fate = debris [destroy_hp_attachment] at_t = 0.000000, 1.000000 hardpoint = random fate = debris [destroy_group] at_t = 0.000000, 1.000000 group_name = random fate = debris [destroy_hp_attachment] at_t = 0.000000, 1.000000 hardpoint = random fate = debris [destroy_root] at_t = 1.000000 ; Right!
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MISSION_SATELLITE and other types don’t work for this really destructible solar.
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Yes. Question 1 is still open.
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The idea with the patrol does not work for exact positioning.
NPCs are able to spawn up to 2k (vanilla) outside of a zone/patrol. So they are not where they should be.
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Skotty. wrote:
The idea with the patrol does not work for exact positioning.NPCs are able to spawn up to 2k (vanilla) outside of a zone/patrol. So they are not where they should be.
Maybe you could try the “experimental” mp misssion coding.
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Must work.
Restart template where ship without engine is in space - it is mission creator.
Ala /restart mission - lifeboat in space without engine - swith to other char or exit - mission is created
P.S. But the problem is to do this after each server restart
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Yes, mission scripting could work, but it looks quite difficult. I tried to understand it, but failed.
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Try firstly http://the-starport.net/modules/newbb/viewtopic.php?start=0&topic_id=3310&viewmode=flatℴ=ASC&status=&mode=0 - last one example is stable
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This scripting thing looks like it’s just practical for special objects.
I would like to create destructable solars faster, because I want to change them daily.Is there no other solution? Something like a parameter “respawn = true / false” via a plugin?
Maybe adoxa can do this. Could be helpful for some other people I think. -
You may do it realtime by mission scripting.
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What do you mean with “realtime”?
Edit:
Ok I tested the multiplayerscripting. The problem is, that every playefile will get after every login a [StoryInfo] entry. The file will get bigger and bigger, because after every login and dock this part is written again and again in the .fl file. -
#12 - only one player must have [storyinfo]
This player does not dock, does not fly - he is only for mission creating.
He should start in the space. -
OK now it looks like this:
every players file will grow with one
[StoryInfo]
ship_bought = true
debug = 0
entry per login/dock.The trick with using the “activator” just once for every restart works.
To prevent new players accepting by whatever mission 13, I set in the mpnewcharacter.fl just:
[StoryInfo]
ship_bought = true
Mission = No_Mission
MissionNum = 0
delta_worth = -1.000000
debug = 0Seems to work.
And if I want to spawn objects in other systems I need for every system a extra Scriptstart-Character?