Exploding loot and damage
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The only thing I would suggest is making it a solar that has some custom gun/missile mounts or some such, re-named to look like loot. When they shoot the model to get the loot it goes hostile and shoots back with some big-hitters. If you make custom weapon entries for the weapons you could make them invisible if you want to increase confusion, and if you give the wreck a unique faction then it’ll always be neutral prior to the player shooting it.
Best idea I can come up with that doesn’t involve bucket loads of work. -
OK, we have this working just fine now.
In tohoku we have a ‘lootable’ wreck, an Armored Transport floating in space. It has hit points of 39,600.When 35000 hit points remain the specified Hps start sparking and smoking.
When 30000 hit points remain, those HPs start continuous flaming.
When 20500 hit points remain, the neutronstar effect goes off… This needs to be replaced as the effect is not what I want.
When 20001 hit points remain, a fuse goes off destroying any shields
When 20000 hit points remain, a second like fuse goes off destroying whatever’s left.the only thing I can’t do right now is have a voice effect saying HaHA!! when it goes off. Just to rub a little salt in the wound so to speak.
We’re considering giving the wreck a LOT of hit points and just repeating fuses so that the wreck will do it to all players that come by until the next server reset.
All I need now is a good pulse effect to replace the neutron star effect. Just prior to the player being destroyed I want a pulse wave to spread out from the wreck. Anyone aware of any existing effects like that?
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Oh, and here’s the code for any who are interested.
<data file="data\fx\fuse_suprise_solar.ini" method="append"><source> [fuse] name = detonate_wreck_smoke lifetime = 0.1 [start_effect] effect = gf_rh_continuoussmoke hardpoint = HpTurret01 at_t = 0 attached = true [start_effect] effect = gf_continuous_sparks hardpoint = HpTurret01 at_t = 0 attached = true [start_effect] effect = gf_rh_continuoussmoke hardpoint = HpTurret06 at_t = 0 attached = true [start_effect] effect = gf_continuous_sparks hardpoint = HpTurret06 at_t = 0 attached = true [start_effect] effect = gf_rh_continuoussmoke hardpoint = HpTurret07 at_t = 0 attached = true [start_effect] effect = gf_continuous_sparks hardpoint = HpTurret07 at_t = 0 attached = true [start_effect] effect = gf_rh_continuoussmoke hardpoint = HpTurret08 at_t = 0 attached = true [start_effect] effect = gf_continuous_sparks hardpoint = HpTurret08 at_t = 0 attached = true [start_effect] effect = gf_rh_continuoussmoke hardpoint = HpThruster01 at_t = 0 attached = true [start_effect] effect = gf_continuous_sparks hardpoint = HpThruster01 at_t = 0 attached = true [start_effect] effect = gf_rh_continuoussmoke hardpoint = HpEngine01 at_t = 0 attached = true [start_effect] effect = gf_continuous_sparks hardpoint = HpEngine01 at_t = 0 attached = true [start_effect] effect = gf_rh_continuoussmoke hardpoint = HpEngine02 at_t = 0 attached = true [start_effect] effect = gf_continuous_sparks hardpoint = HpEngine02 at_t = 0 attached = true [fuse] name = detonate_wreck_fire lifetime = 0.1 [start_effect] effect = gf_continuous_fire hardpoint = HpTurret01 at_t = 0 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpTurret06 at_t = 0 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpTurret07 at_t = 0 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpTurret08 at_t = 0 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpThruster01 at_t = 0 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpEngine01 at_t = 0 attached = true [start_effect] effect = gf_continuous_fire hardpoint = HpEngine02 at_t = 0 attached = true [fuse] name = detonate_wreck_neutronblast lifetime = 0.1 [start_effect] effect = gf_neutronstar hardpoint = HpTurret07 at_t = 0 attached = true [fuse] name = detonate_wreck_punch1 lifetime = 0.1 [start_effect] effect = explosion_rh_freighter hardpoint = HpMount at_t = 0 [impulse] at_t = 0.1 hardpoint = HpMount pos_offset = 23, 13, 65 radius = 15000 force = 28000000 damage = 100000 [fuse] name = detonate_wreck_punch2 lifetime = 0.5 [start_effect] effect = gf_piratestationexplode#3 hardpoint = HpMount at_t = 0 [impulse] at_t = 0.5 hardpoint = HpMount pos_offset = 23, 13, 65 radius = 15000 force = 28000000 damage = 100000</data> <data file="data\solar\solararch.ini" method="sectionreplace">[Solar] nickname = rm_Roid_Miner <dest>LODranges = 0, 500, 1300, 5000 ids_name = 329687 ids_info = 329687 type = MISSION_SATELLITE DA_archetype = Ships\utility\mining\mining.cmp material_library = ships\utility\utility_ships.mat material_library = fx\envmapbasic.mat envmap_material = envmapbasic mass = 10000 solar_radius = 350 shape_name = NNM_SM_MINING explosion_arch = explosion_asteroid_miner destructible = true hit_pts = 4800 fuse = miner_death_fuse, 0, 1</dest> <source> ids_name = 329687 ids_info = 329687 type = MISSION_SATELLITE DA_archetype = ships\utility\transport_armored\transport_armored.cmp material_library = ships\utility\utility_misc.mat LODranges = 0, 200, 300, 2000 surface_hit_effects = 0, small_hull_hit mass = 100000 solar_radius = 800 shape_name = NAV_surpriseX explosion_arch = explosion_li_elite hit_pts = 36900 destructible = true fuse = detonate_wreck_smoke, 0, 35000 fuse = detonate_wreck_fire, 0, 30000 fuse = detonate_wreck_neutronblast, 0, 20500 fuse = detonate_wreck_punch1, 0, 20001 fuse = detonate_wreck_punch2, 0, 20000</data> <data file="data\universe\systems\Ku07\Ku07.ini" method="append"><source> [Object] nickname = Ku07_suprise_flu_troll pos = -41971, 0, -41025 rotate = 150, 55, 0 Archetype = rm_Roid_Miner visit = 16 ids_info = 66460</data>
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haven’t tried it but I don’t see why not. The problem is that the fuses are tied to the solararch in this case. For NPCs you’d have to tie it to the shiparch in the same way. Do you want ALL starfliers to behave the same way in this case? That’s up to you of course.
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If you want all of a certain type to work this way then you don’t need the solararch.ini changes. That was added just to provide a specific solar SUPRISE wreck.
Just add the fuse info to the fuse.ini file and then reference those fuses in the appropriate ship in the shiparch.ini file.
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Well, I had hoped by repeating the fuses at consistently lower hit points I’d be able to have that wreck kill multiple players between server reboots but that isn’t working. I wonder if it’s because it’s visit = 16…
When I return to the wreck after the initial blowup, the wreck will take hits all the way down to zero without further fuses going off.
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Wasn’t the visit = 16, changed it to visit = 0 and got the same result.
Anyone aware of a way to make a lootable wreck regen like station turrets and tradelanes do?
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Don’t pretend to know anything about these things, but I would imagine that your answer might lie with destructible universe hooks or hacks etc.
Why not make a small encounter zone which spawns this ship and loadout, no engine so it can’t fly. Put a large delay on respawn.
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Timmy51m wrote:
Why not make a small encounter zone which spawns this ship and loadout, no engine so it can’t fly. Put a large delay on respawn.Wow, that’ a good idea, thanks Timmy51m.
I remember that you have an about the nomad not using the CD post , but I can not find it, so to get back to you here.
Maybe you can change the weapon_equip.ini of:
auto_turret = true
for the nomad CD.
Its work on my mod, all of the npc can use CD as well.
Help that can be help.
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I’ll try your suggestion Timmy. What settings do you recommend to ensure that the ship is there whenever a player shows up? Also, how to ensure that the ship always carries the same name and infocard?
@JONG, I’ll give your suggestion a shot as well JONG although I see none of the other CDs have that switch set and NPCs use those CDs just fine.