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Persistent Destructible Universe

Scheduled Pinned Locked Moved Speciality Modding
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  • FRF Offline
    FRF Offline
    FR Historic Supporter
    wrote on global:last_edited_by,
    #23

    LouvaDeus wrote:
    … predefined location …

    yesyesyes

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    0
  • ? Offline
    ? Offline
    Guest
    wrote on global:last_edited_by,
    #24

    easy with hook when the server restarts just destroy the bases at server start up
    just make a list of time and date
    when the it hits that date the base will be there again
    basicly remove it from the destroy list
    and when the player launches just beam them to a safe
    place
    or instantly beam them back to the same base
    so it refuses to launch

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    0
  • S Offline
    S Offline
    Spartan
    wrote on global:last_edited_by,
    #25

    adoxa wrote:
    You might like them…

    What do you mean by that adoxa? I wasn’t asking you put that all in there merely letting my mind wander a little and see where it took me.

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    0
  • adoxaA Offline
    adoxaA Offline
    adoxa
    wrote on global:last_edited_by,
    #26

    Ah, okay. I was just tired of people saying “a plugin can do that” with seemingly no idea of just what it takes. “Freelancer 2? Yeah, a plugin can do that!” 😄

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    0
  • SkottyS Offline
    SkottyS Offline
    Skotty Wiki Contributor
    wrote on global:last_edited_by,
    #27

    Hey adoxa
    Is it possible to check destroyed parts of ships to?

    Wrecks of ships in FL have already fuses for destroyed parts, but in multiplayer they will respawn.
    Would be good to for big solars (like battleships) with destructible parts.

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    0
  • X Offline
    X Offline
    Xarian_Prime
    wrote on global:last_edited_by,
    #28

    Ah, okay. I was just tired of people saying “a plugin can do that” with seemingly no idea of just what it takes. “Freelancer 2? Yeah, a plugin can do that!”

    I think it’s time for a break m8…… a well deserved break

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    0
  • adoxaA Offline
    adoxaA Offline
    adoxa
    wrote on global:last_edited_by,
    #29

    @Skotty: I was looking into it, but got sidetracked by my TV tuner. I don’t expect fuses will work, not sure if actually blowing them off is any different (that’s what I was about to test). For fuses, I expect the server knows its run it once, so doesn’t run it again. For the wrecks, the initial fuse should run each time, but the loot fuse should only run once. I don’t think there’s really any way to distinguish which should run more than once and which not, so that’s probably going to have to remain.

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  • FRF Offline
    FRF Offline
    FR Historic Supporter
    wrote on global:last_edited_by,
    #30

    Don’t know how long I tried variation of fuses
    (including fuses starting other fuses) to keep
    a destroyed clanbase burning and smokin’ ……
    😉
    … without success.

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    0
  • ? Offline
    ? Offline
    Guest
    wrote on global:last_edited_by,
    #31

    eh wait a sec there wee all ready have control of the fuses

    void __stdcall HkLightFuse(IObjRW *ship, uint iFuseID, float fDelay, float fLifetime, float fSkip);
    void __stdcall HkUnLightFuse(IObjRW *ship, uint iFuseID, float fDelay);
    
    __declspec(naked) void __stdcall HkLightFuse(IObjRW *ship, uint iFuseID, float fDelay, float fLifetime, float fSkip)
    {
    	__asm
    	{
    		lea eax, [esp+8] //iFuseID
    		push [esp+20] //fSkip
    		push [esp+16] //fDelay
    		push 0 //SUBOBJ_ID_NONE
    		push eax
    		push [esp+32] //fLifetime
    		mov ecx, [esp+24]
    		mov eax, [ecx]
    		call [eax+0x1E4]
    		ret 20
    	}
    }
    
    __declspec(naked) void __stdcall HkUnLightFuse(IObjRW *ship, uint iFuseID, float fDunno)
    {
    	__asm
    	{
    		mov ecx, [esp+4]
    		lea eax, [esp+8] //iFuseID
    		push [esp+12] //fDunno
    		push 0 //SUBOBJ_ID_NONE
    		push eax //iFuseID
    		mov eax, [ecx]
    		call [eax+0x1E8]
    		ret 12
    	}
    }
    
    HkUnLightFuse(ship, iFuseID, 0.0f);
    HkLightFuse(ship, iFuseID, 0.0f, 0.5f, -1.0f);
    

    motah worked it out ages ago
    thats a example of a ship can also be a base ore eny object

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    0
  • G Offline
    G Offline
    Goulash
    wrote on global:last_edited_by,
    #32

    Does this plugin work as advertised?

    I made the domes on FP9 destructible. Added in the plugin, added it to the Libraries section in dacom.ini and nothing happens. I destroy the base part, reload my character and the broken part just respawns as normal.

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    0
  • ? Offline
    ? Offline
    A Former User
    wrote on global:last_edited_by,
    #33

    You just used it not as advertized.

    1 Reply Last reply
    0
  • G Offline
    G Offline
    Goulash
    wrote on global:last_edited_by,
    #34

    Ok, that tells me nothing, sorry

    1 Reply Last reply
    0
  • ? Offline
    ? Offline
    A Former User
    wrote on global:last_edited_by,
    #35

    Yep. How about destructible movable parts?

    For example destructible docking ring:

    • Killed bay doors
    • They fly away
    • Docked
    • Undocked - they are in place

    Think this is more fuse control than object, hmhmhmhm…

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    0
  • V Offline
    V Offline
    Vital
    wrote on global:last_edited_by,
    #36

    no way so far afaik((((999

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    0
  • ? Offline
    ? Offline
    A Former User
    wrote on global:last_edited_by,
    #37

    @adoxa Interesting Server-Side Effect with PersistentDestructibles at Client-Side

    [Object]
    …
    Archetype = bruh ; <-- absent archetype at SolarArch.ini
    …

    But side-effect is… when you go from this system by jumphole or jumpgate and then go back - the station appeared again.

    Seems to be plugin does not send packets when the player comes from the other system

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    0

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