Thanks
now i can continue my work in peace.
(and motah, is their a way i can download 88flak’s server.dll with the hack?)
Thanks
now i can continue my work in peace.
(and motah, is their a way i can download 88flak’s server.dll with the hack?)
Collision groups are the reason that the problem is arising for me. I am creating a massive FX pack that is based on damage-per-section and it all works out great except if their is a problem with the missile/torpedo splash damage carrying over to mutiple collision groups and giving bonus damage. (up to 8 times as much in some places)
FriendlyFire wrote:
It would appear missiles deal damage only to the center of a group. If the model is multi-part, it will deal damage to each part whose center is within the radius of the explosion.I wonder if there would be a way to change this so that it uses the same method as guns…
Thats what i was saying…
Can you simply change it to “type = gun” somehow, but keep the motor, tracking, FX, etc?
no, i was saying to do it in reverse. The problem is with the missiles, the guns work ok. If the hit detection could work like the gun bullets do (they dont need a radius to register damage), then all the rest of the stats could work like a missile.
in an unrelated question: does anyone know what that “strength = 100” in the explosion means?
This has been bugging me with non custom ships like the liberty dreadnought, rheinland battleship, etc.
From your post, adoxa, are you saying you got a 0.001 radius missile to do full damage to an osiris? because that IS basically what i want…did you change anything else besides the radius? or did i read your post wrong?
so theirs no way to make something like a…tracking gun bullet? Has properties like a gun weapon but tracks like a missile?
bump, i really need a fix for this or my collision groups will be worthless.
I know, but all the existing groups have been used up for other FX already and im no modeler. Unless theirs an easy way to create a basically invisible group in the Cmp i would rather see if its possible with INI work alone.
First in explosions.ini i edited it for a single piece:
[Explosion]
nickname = extended_fuse_debris_1
lifetime = 0.000000, 0.100000
process = shatter
num_child_pieces = 1
debris_type = debris_capital, 1.000000
innards_debris_start_time = 0.000000
debris_impulse = 10
innards_debris_num = 1
innards_debris_radius = 1
innards_debris_object = simple_metal_debris10
Then in the fuse file:
[fuse]
name = li_dreadnought_root_extended_2
lifetime = 10
[start_effect]
effect = extended_fuse_debris_1
hardpoint = HpFX02
at_t = 0.02
pos_offset = 0, 200, 0
ori_offset = 0, 0, 0
attached = true
(just an example)
i was not really expecting it to work anyway because its an “explosion” not an “effect”.
hello i am trying to set up fuses that, to say it simply, will spawn a model through a [start_effect] section. I am going to be using this to make small debris like the ones in junk fields spawn on large ships that get damaged too much. (like some parts are falling off lol) I have noticed you can spawn these through an [explosion] entry like this one from 88flak:
[Explosion]
nickname = debris_rh_large_capital_explosion
lifetime = 0.000000, 0.100000
process = shatter
num_child_pieces = 40
debris_type = debris_capital, 1.000000
innards_debris_start_time = 0.000000
debris_impulse = 100
effect = explosion_rh_small_capital, 0.000000
innards_debris_num = 4
innards_debris_radius = 25
innards_debris_object = simple_metal_debris01
innards_debris_object = simple_metal_debris02
innards_debris_object = simple_metal_debris03
innards_debris_object = simple_metal_debris04
innards_debris_object = simple_metal_debris05
innards_debris_object = simple_metal_debris06
innards_debris_object = simple_metal_debris07
innards_debris_object = simple_metal_debris08
innards_debris_object = simple_metal_debris09
innards_debris_object = simple_metal_debris10
innards_debris_object = simple_metal_debris11
innards_debris_object = simple_metal_debris12
innards_debris_object = simple_metal_debris13
innards_debris_object = simple_metal_debris14
innards_debris_object = simple_metal_debris15
[Simple]
nickname = simple_metal_debris10
DA_archetype = Solar\asteroids\models\debris_engine_g.3db
material_library = solar\ast_debris2.mat
Mass = 100
However i cannot use entries like this from the explosions.ini file in a fuse with a [start_effect] entry. Does anyone know a way you can accomplish something like this?
about your quote, to clarify, i meant that deleting the hardpoints, and without any collision groups being damaged, i can dock /open inventory fine. I have also gone beyond this and actually moved every single hardpoint from each baydoor, the interior, bot skids, the nose, and the front itself to being attached th the root and about 70 units below it. yes, it makes damage by default appear looking weird, but it cannot be a hardpoint issue because they are no longed destroyed when the front is destroyed.
also, about the DP hardpoints. Ruleing out what i just said that proves it is not them, the game is designed that hardpoints that do not exist obviously do not crash when something tries to spawn on them, instead it simply does not spawn. For example, if the death fuse called for an explosion on the port skid when it was destroyed during combat, the explosion would not spawn. Also, If the skids are destroyed prior to the front, The damage .3db that replaces them disappears when the front explodes. This is intended, as it would be weird to see damaged skids floating along in space with the ship when they are not attached by anything. (when i moved the hardpoints to the root, the damaged skids DID float in space while not attached, and it looked weird) This is basically the REQUIRED way of removing damaged models because the [destroy_group] fuse entry cannot be used to destroy a group that is already destroyed!
that was my idea too, but first of all, ALEs are effects, so i don’t understand why it would crash not during the effects themselves, but instead when you dock or open inventory.
secondly, i have tried removing every fuse from this problem group and still no luck.
edit also this is ONLY the group “Li_frnt_lod1” The nose, skids, baydoors and even the INTERIOR work fine and cause no errors. Its bugging the heck out of me whats so different about this one. i have checked over the shiparch, rtc shiparch, fuse entries, and hardpoints more then ten times and i cannot find anything odd compared to the other groups.
ok, i have narrowed the problem to a certain error:
C:\work\builds\dalibs\dalibs-build\build\Src\Alchemy\FxNodeLibrary.cpp(837) : ERROR:General:Unknown type of property
i know FxNodeLibrary has something to do with the ALE files, but how can i know what (837) refers to?
anyone know?
necro
Yeah, i found this happens with a specific instance: When the entire front section comes off. I REALLY need help to get this solved completely. I have ruled out hardpoints, because deleting all the ones attached to the Groups involved and docking works fine.
IF anyone can help, that would be cool.
thank you for the reply. ill look for the plugin. and no i do not need them to actually be in a formation.
how many times per second does this chase plugin teleport the player?
do they teleport to exact position and orientation or a little bit behind?
does it cause alot of lag or not work smoothly?
hello people. it seems tat your main flhook coding site is down, so i am posting some flhook questions here. hope it is the right place. i will try to describe what i want to do in the best code specific way i can. i have done a fair amount of frreelancer modding, but i just started to look into flhook.
–-------------------------------------------------------------------------------------------------
teleporting/manual formation.
ACTIVATION:
-player types a command
example: “/command$ 2 (or playername)” ($ 12being the ids number)
-check if both players are in space and in the same system. if not, send a message to first player “please enter same system and undock”.
-check if both players are in a specific ship. if not, send message to first player “not possible”.
-the other player (player IDS #2 in this case) receives message “blablabla accept?”.
-the other player may type command in response
example: “/command yes” or “/command no”
-if response is no, first player receives message “blablabla player declined”.
-if response is yes do “during” commands below.
DURING:
-constantly (every .1 or .01 seconds) teleport the second player to the position and orientation of the first player.
-if first player docks the second player also docks.
-if the second player tries to dock on anything, they are denied.
-if either player dies, so does the other.
EXITING:
-a command is typed by either player.
example: “uncommand”
-any events from the “DURING” stage stop.
AI teleporting/formation
really the same thing as above. except the command is typed by itself. (no $ 2)
everything still applies, but an AI is spawned that is friendly to the player and hostile to the players enemies. this AI ship (ship is also specified in flhook, with loadout) will be constantly teleported to the player. and another commend will delete the AI.
Engine halting/stopping/becoming static.
attempting to create a command to semi turn a player into a static object. the only effect differient from a normal player would be that they can no longer move with engine controls. anything that crashes into them would also not move them at all. methods:
-a command is typed and the players engine is taken away and stored in a template so it can be later restored. (not sure what this would do)
-a command is typed and the .INI stats of the engine are changed.
-a command is typed and the players type is changed from FIGHTER or FREIGHTER to STATION.
thanks for looking.
bump
w00t new rc tonight!! hope to see some new players there.
AFAIK, engine flare aint visible to other players anyway. It’s not a sync’d item in MP
why485, a player of the 88flak mod, has figured out how to let other people on multiplayer see your engine flares. ask him how to do it.
not that i am sure this would work, but, as a suggestion, can the cloak effect be changed to the ship model, and last forever? i think it might work.