Double explosion
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I want to ask is there a way to make a double explosion mine for example .
I mean all missiles and mines have only one entry for explosion and everybody knows that a ship isn`t destroyed by only one explosion, even it have 1 point remaining at shield and nearby explodes a mine with 1e50 damage.
I want for example a mine with 2 or maybe 3 explosions all same damage and almost at same time.
I tried with some fuse tehnique :[Mine]
nickname = mine_ammo
explosion_arch = mine_explosion
loot_appearance = ammo_crate
units_per_container = 10
requires_ammo = true
hit_pts = 2
fuse = mine_experimental_fuse, 0.000000, 3
one_shot_sound = fire_mine_tracking
detonation_dist = 4
lifetime = 10
force_gun_ori = true
DA_archetype = equipment\models\mines\br_plasma_mine.3db
material_library = equipment\models\br_equip.mat
ids_name = 000000
ids_info = 000000
mass = 0.100000
volume = 0.000000
owner_safe_time = 4
linear_drag = 0.400000
seek_dist = 400
top_speed = 80
acceleration = 200
const_effect = rh_mine02and fuses
[fuse]
name = mine_experimental_fuse
lifetime = 0.1
death_fuse = true
[ignite_fuse]
at_t = 0.500000
fuse = mine_experimental_explosion_1
fuse_t = 0.010000
[ignite_fuse]
at_t = 0.700000
fuse = mine_experimental_explosion_2
fuse_t = 0.020000
[fuse]
name = mine_experimental_explosion_1
lifetime = 0.010000
[start_effect]
effect = mine_experimental_explosion_1_effect
hardpoint = HpMount
at_t = 0.600000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[fuse]
name = mine_experimental_explosion_2
lifetime = 0.010000
[start_effect]
effect = mine_experimental_explosion_2_effect
hardpoint = HpMount
at_t = 0.800000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[destroy_root]
at_t = 1.000000but it seems at effect entry in fuses it accepts only visual effects from effects_explosions not from explosions.
An idea : does [mine] or [ammo] accepts 2 explosions entries ? -
try a search through the archive. dunno the exact syntax anymore but there is an impulse block for fuses, where you can define a (non visual) wave throwing away mass. a parameter of that is the damage value, too, so you can make it not throw anything but just damage all objects within a certain range, defined in the impulse section, too.
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found it , pretty simple :
[fuse]
name = mine_experimental_fuse
lifetime = 0.1
death_fuse = true[impulse]
at_t = 0.300000
hardpoint = HpMount
pos_offset = 0, 0, 0
radius = 30
force = 0
damage = 1500[impulse]
at_t = 0.600000
hardpoint = HpMount
pos_offset = 0, 0, 0
radius = 30
force = 28000000
damage = 1500[destroy_root]
at_t = 1.000000easier than what i made first time.
I can add an explosion impulse effect too , at the last “boom” -
Do fuses work on projectiles?
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I remember an old video where someone made an explosion that generated explosions. I’m pretty sure the initial start of the explosion was a torpedo hit. If that’s true, then I have to say, that’s pretty neat. It never occurred to me to try and use a fuse for a projectile explosion. That could come in handy.
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I don’t think you can use fuses on projectiles.
Spawning explosions from an explosion is doable, but only the first explosion actually registers damage as far as I can remember.
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This is just theory what i wrote , i didn`t tested .
I must finish first all system resize, meanwhile i draw in large lines the plan for future add-ons .
I need some diverse weapons for different factions i will add and i come to this idea - a mine with full damage (shield + hull) . -
FriendlyFire wrote:
I don’t think you can use fuses on projectiles.Spawning an explosions from an explosion is doable, but only the first explosion actually registers damage as far as I can remember.
You just reminded me what the video I mentioned earlier was about. It was related to the problem you specifically mentioned. It was a video showing a torpedo explosion that shot off debris that exploded and shot off more debris and so on. It was unrelated to fuses entirely. I’ve never tested adding fuses to projectiles, so you’re probably right.
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You can create a weapon, which destroys a shielded object
by adding ‘normal damage’ plus an explosion like[Motor]
nickname = FIR01_mark01_motor
lifetime = 2.750000
accel = 100.038601
delay = 0[Explosion]
nickname = FIR01_mark01_explosion
effect = rh_missile02_impact
lifetime = 0.100000, 1.000000
process = disappear
strength = 1000
radius = 160
hull_damage = 954890
energy_damage = 954890
impulse = 0[Munition]
nickname = FIR01_mark01_ammo
explosion_arch = FIR01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_gun
requires_ammo = false
hit_pts = 25000000
hull_damage = 725000000
energy_damage = 1293000
one_shot_sound = fire_missile_regular
detonation_dist = 27
lifetime = 13.750000
Motor = FIR01_mark01_motor
force_gun_ori = false
const_effect = rh_missile02_drive
seeker = LOCK
time_to_lock = 0
seeker_range = 10000
seeker_fov_deg = 358
max_angular_velocity = 329
cruise_disruptor = true
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 590162
ids_info = 592144
volume = 0.000100
mass = 1[Gun]
nickname = FIR01_mark01
ids_name = 590163
ids_info = 592145
DA_archetype = equipment\models\weapons\no_fighter_gun.cmp
HP_child = HPConnect
hit_pts = 40000
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.010000
mass = 1
hp_gun_type = hp_turret_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 0.020000
muzzle_velocity = 5000
toughness = 4.200000
light_anim = l_gun01_flash
projectile_archetype = FIR01_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = true
turn_rate = 90
lootable = false
LODranges = 0, 20, 60, 100and you should not kill your procetil with the explosion (before it can hit the target).
It’s an old thing we use since long time 4 admin weapons
Don’t remember who 1st came up with it.
Backdraw:
Kill in 1 shot is only possible with a direct hit.
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Yes , i know about the gun + explosion , i made those too for new fancy weapons , but i made a gun type not missile , and this one have problems also : when fire sometimes , the bullet come out and stops for about 4 seconds and then go normally with speed .
The freeze reminds me the scenes from Matrix :)) .
Also when add weapons with explosion , seeker DUMB / LOCK must be added , otherwise the [explosion] won`t work and more , if there is a debris type explosion , freelancer crash without seeker .
But adding seeker disables auto-fire and adds this strange behavior of the bullet.
This problems maybe because of multiplayer (server calculates trajectory ) ? -
That is exactly what F!R wrote .
I know about those , i thinked long time ago about this , in the days that i played freelancer on other servers with altered .ini files , long time ago when security wasnt so important . And i remember why i quit so fast and didn
t wanted to play anymore , cheats ruins all games and is nothing good in this .
So i saw there is no method to make the 2 explosion damage mine (or missile).
A big issue in my opinion is the shields system - normally for example if you hit with 500 damage and target ship has left only 250 shield points it was naturally to supress shield and take 250 hull damage , but in freelancer first time i saw this anomaly .