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Ship explosions doing damage

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Post Wed Sep 17, 2003 1:17 pm

Ship explosions doing damage

I kinda missed this when blowing up big ships and standing nearby.
Here's the solution:
I will show an example, works in the same way for all other ships, too.

open \DATA\SHIPS\shiparch.ini
let's modify the eagle, so searh for ge_fighter6
add the following lines before the eagle's [Ship entry:

[Explosion <--- close bracket
nickname = ge_figther6_explosion
effect = explosion_cv_elite
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 50
hull_damage = 990
energy_damage = 0
impulse = 0

then scroll down and find the eagle's explosion:
explosion_arch = explosion_cv_elite
replace it with this:
explosion_arch = ge_figther6_explosion

That's it. I wonder why noone else had this idea, I searched the forums but couldn't find anything like this. Well, doesn't matter

Make an explosion for all ships in the game and enjoy!
I set the damage to 10% of the hull strength and the radius to 0.5%. Seemed realistic to me.
The visual effect will be not affected by this if u do this correctly.

Have fun with it!

btw, I am experimenting with a lot of stuff and their interactions, so you can expect similar small nice mods soon.

----------------------------------
modder on www.excelcia.org

Post Wed Sep 17, 2003 4:21 pm

Nice idea. Now to make hunting cap ships even harder.

Post Thu Sep 18, 2003 6:49 am

I have encountered a problem and i don't want to solve it the "cheap" way:

loot dropped by ships will of course be destroyed instantly.(guns mostly survive it cause they have enough hitpoints).
i can set the container hitpoints higher but i don't really like that solution.

maybe something with
"explosion_resistance = " from weapons.

making ship-explosions do shield-only damage is another way - not a good solution either... (would fit to nomads though)

btw, this explosion can be set up for pretty exerything that has an
"explosion_arch =" entry.
its fun with making cardopods blow up and causing a chainreaction that tears a train apart.

can anyone think of another solution my problem?

find all my FL-tutorials here:
http://klngarthur.com/forum/viewforum.php?f=9

Post Thu Sep 18, 2003 1:10 pm

Raise the hit points of the cargo pods. They can be found in select_equip and prop_equip.ini

Post Thu Sep 18, 2003 2:59 pm

Ya, i thought about that (see my last post).

I had a weird idea, but it's very complicated and far too much work for such a simple effect like saving crates from blowing up.

Anyway, here it is.
add a hardpoint to the crates. (too many crate types -> lotsa work)
create a new shield with 1 capacity and give it to all crates (as a loadout for crates).
the last-shieldpoint-saves-all effect leaves the crates intact.

I think i will just set the hipoints to 1500 or something like that. gunships and bigger ships would blast all the loot around them, but that's fine and ok.

Tnx anyway

---------------------------------
Excelcia forever
www.excelcia.org

Post Thu Sep 18, 2003 6:39 pm

I had this in my mod and was encountering problems with the server crashing when the neuro-surgeons hired by the AI to fly their capital ships kept trying to ram the planets. The chain reation idea also caused a lot of crashes, I ended up needing one explosion for just the ships that did cause damage and additional explosions for all of the components (wings, debris, etc) that did not cause damage. I didn't have many problems with the blasts destroying the loot, I think the loot is dropped after the explosion.

Post Fri Sep 19, 2003 8:06 pm

i investigated the problem with the loot and i proved to be wrong. sry dude, it is dropped AFTER the explosion. my testing environment casued the failure, so u can blame me
@Victor:
I had absolutely no problems with crashes or with chainreactions. I kill a pod, then it explodes, damaging the ship and blowing up the next ones (i set the radius low so it doesn't blow up all pods)

well, problem solved, explosions work, loot stays as it was, tnx again

Post Fri Sep 19, 2003 10:55 pm

speaking if chain reactions that makes me want to get that mass cardamine gun for having fun with the chainreactions

Post Sat Sep 20, 2003 4:03 am

I think the problem I was encountering with the chain reactions is that I wanted everything that exploded to do damage So, you killed a ship and it broke up into a bunch of pieces and then each piece exploded. It was hit or miss though and hard to actually confirm or deny, sometimes it worked great othertimes the game crashed miserably. Just a heads up really in case you encounter any fo the same problems or so you can prepare yourself and hopefully avoid all of my mistakes

Post Wed Sep 24, 2003 7:45 am

Very cool.

Post Wed Sep 24, 2003 5:33 pm

lol, stupid me, there is no need to make new explosions, I looked at the wrong ini...
Just add missing damage values to the \DATA\FX\explosions.ini.
This way the ships will retain their explosion patterns and u can make bases, weponplatforms,... everything that has an explosion do damage.

Post Wed Sep 24, 2003 9:03 pm

LOL, your stupid.

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