Mine launcher mining
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This is purely from the top of my head and possibly of little use, but what if you set a missile to have a very very short lifetime, but large explosion range that does one damage?
That way it should (theoretically) explode quickly after launch and pop all the DA’s around the place while doing minimal damage to ships.
Obviously if it did work you’d want to change the effects for the explosion and such, but that’s the only thing I could come up with on a sleep deprived mind, hope it helps.
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Griff wrote:
Would it be possible to maybe give a gun’s munition the abilety to explode after it leaves the muzzle?Here’s a quote from the readme of the Ambient Explosion System which is part of Why485’s Big Huge Effects Pack:
The basic idea is this. Every AI ship carries a dummy gun. The AI will see a target, and open fire on it. When it does, the dummy gun will fire a missile that has a short lifespan such that it explodes as it leaves the barrel. The explosion then creates debris similar to the debris that is created when a fighter or capital ship normally explodes. This debris is spawned at a preset distance, and then explodes. When it explodes, you see the ambient explosion.
Maybe that is something you can use?
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@ Bobthemanofsteel: That’s how I set up the mine, but the mine explotion wouldn’t cause the dasteroids to break. Good that we were both on the same page as far as ideas went though.
@ Maverick: That sounds interesting. I’ll have to try it. Hopefully I can get some better results.
Unless someone else know what dll would need to be altered or if it’s the exe itself. Can’t remember which people have been editing off the top of my head. Been at a lan all weekend playing FL. Was much fun.
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I though of something rather ridiculous, but would possibly work xD
If you use dispersion_angle = 180 on a gun with incredibly high refire, and low damage, and have one placed on each side of your ship, theoretically it should spew out lasers in all directions. xD
Make them invisible, and you’ve got a ship that mines all around it. It’d also be rather dangerous to be around, so it might be a good idea to give the guns short range.
I’m also not sure if it’d damage itself or not.
It’s not perfect, it’s probably not even good, but it might work xD
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Bobthemanofsteel wrote:
It’s not perfect, it’s probably not even good, but it might work xDThat is the best quote ever! But yeah, if I decrease the damage to almost nothing, then increase the health of loot, that should keep it from being eaten by the mining tool. Someone mentioned to me before that it’s possible to give a mine a weapon. Giving a mine two of those and no abilety to move would certainly work. So I guess giving a mining ship two of those mining guns could work. I’ll try it. Thanks.
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If it were possible (or easy) to give useful auto turrets to anything I think things would be much more legit than they are.
With the loot in mind, one of the plugins in the Discovery FLHook pack actually teleports rocks right into your hold as soon as you mine it, which eliminates the problem of destroying the loot.
You can get it here: http://the-starport.net/modules/newbb/viewtopic.php?topic_id=4114
Good luck.
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Well. After testing and fidling and CTD’ing, I got the mining pulse working using Bob’s method. As stated “It’s not perfect, it’s probably not even good, but it might work”, and it works, but it’s not af fast as just dropping a mine, then tractoring. So, that said, I’m making another tool, based on the new pulse generator, and it’ll be the Mining Drill. Yeah, sucks, but it’s what I have to work with until a hack or Hook plugin comes along that lets da’s be popped via mine-go-boom.
“Bob! You’re - my number one - guy!”
- Joker, Jack Nicholson