Player looting and death sequences
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Tate’s player looting mod adds the following fuse to fuse.ini:
[fuse]
name = drop_cargo_fuse
lifetime = 0
death_fuse = true[dump_cargo]
at_t = 0
origin_hardpoint = HpMount[destroy_root]
at_t = 1and the following fuse reference to each ship that you want lootable:
fuse = drop_cargo_fuse, 0, 1The ships that have this applied seem to skip the dying sequence and go straight to the explosion/death.
dump_cargo is set to happen at the end of the death (at_t = 0) and destroy_root at what, 1 hp before 0? Is the destroy_root at_t = 1 what causing the dying sequence to be skipped?
I thought I might change the fuse = drop_cargo_fuse to 0, 50 or 0, 100, but don’t want cargo dropping until the player is destroyed.
Does anyone have the death sequences working right on player looting, or is it an either/or thing?
Thanks,
R -
Perhaps you can simply remove the death_fuse line and the destroy_root section. That should allow the normal death fuse to run, in conjunction with this one.
Regarding the values. In fuse = whatever, 0, 1, I don’t know what the 0 is, but the 1 is the hitpoints that triggers the fuse. (This is “absolute”, so if your ship has a hull of 3600, then using 3590 will trigger a fuse after taking at least 10 damage; if the hull was 4000, it would take 410 damage to trigger.) I think at_t is the seconds to trigger the action. In this example, a lifetime of 0 means a time of 1 can never be reached. (Being a death fuse, I guess it destroys it immediately, so the destroy_root section isn’t used.)
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So…?
[fuse]
name = drop_cargo_fuse
lifetime = 0
;death_fuse = true[dump_cargo]
at_t = 0
origin_hardpoint = HpMount;[destroy_root]
;at_t = 1I’ll give that a try.
Thx
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Your lifetime is 0 which means the fuse is done when it triggers. If you want to dump the cargo at 1 second give lifetime at least 1 second. See the following link for fuse info…
http://digitalbrilliance.com/modules.php?name=Forums&file=viewtopic&t=225
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Well, I don’t want the drop_cargo fuse to execute until the death sequence is done. Or more specifically, I don’t want it to replace the dying sequences. Right now the ship instantly blows up and the cargo drops.
You’re suggesting making the drop_cargo fuse last several seconds? (battleships take a while to die…)
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Different battleships have different times (look at the various fuse files), so you might have to create separate fuses for each ship. Alternatively, perhaps add the drop_cargo entry directly to the existing fuses. I should also point out that I got it wrong: at_t is relative (e.g. 0.5 is half-way through). And just a reminder: using two values will choose a random time between those values.