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Death messages and fuses

The general place to discuss MOD''ing Freelancer!

Post Sun Jan 18, 2004 2:23 pm

Death messages and fuses

Ahoy!
I have noticed a weird thing:
I get no death-messages for ships above GB class, also not for trains and stuff.
The things work 100% otherwise, its just a minor issue, it would just be nice to see a "Player was killed" message when one of these ships goes down.

My other problem is nano usage during the explosion sequence - it works and gives ppl the ability to "pull the ship together in last second" - doh.

I know it has nothing to do with the fact that my explosions do area damage - without them i have the same issues.

-> what could be the issue with the death-messages
-> how can i prevent nano-usage during explosion sequences

need only guidelines or directions / hints, i can kinda go on from there.

greets, Fjord

---------------------------------
Excelcia forever
www.excelcia.org/forum

Edited by - LordFjord on 1/22/2004 2:10:58 PM

Post Tue Jan 20, 2004 4:25 am

noone?

I don't have enough time to get on with one of the "bigger" mods so i can take a look at it myself. (too busy with the development of the Excelcia mod and real life...).

Its just a minor issue - still, i want to find a fix to this. Any help would be appretiated.

I know one way would be to edit the timing in the "fuse" files (FX folder), but that would also affect the nice explosion sequences. (Its nice that a capship can still fire a bit before it blows to pieces).

tnx in advance,
Fjord

---------------------------------
Excelcia forever
www.excelcia.org/forum

Post Tue Jan 20, 2004 5:40 am

Erm - i had no luck either, only difference was that i didn't care (enough to try find out that is ). However, it is not the fuse references as far as i am aware.




Edited by - Chips on 1/20/2004 5:40:11 AM

Post Tue Jan 20, 2004 7:21 am

tnx Chips.

well, the fuses "could" make it impossible to use nanos - but u wouldnt have the nice explosions either so that is not an option :S

At least i know that it isnt me alone who has this "problem".
I let u know if i find something.

Fjord

---------------------------------
Excelcia forever
www.excelcia.org/forum

Post Tue Jan 20, 2004 2:52 pm

new ships let you see "player has died" as do fighters, its only the capships/transports that don't. Obviuosly - its something to either do wiht the shiparch.ini entry, or the other files (cmp etc etc) as new ships do it (basically it cannot be reference in any other file to FL ships only can it?). So at that point, requires looking to see what the hell is different about the two sorts of ships. Now i have made different nickname ships for the same stuff( te_train instead of whatever it says in the ini files), so it cannto be nickname related. Obviuosly something is therefore missing. Narrowing down onto what it is might be the problem.

Maybe its to do with can_use_berths - or something else along those lines? Just throwing out ideas, might not catch, might be miles off, but this is how i usually sort out a problem.

Post Tue Jan 20, 2004 3:45 pm

its not the berth docking method.
(all my Gunboats use that - still no death message)
I have 2 custom Gunboats here that also don't display that messages. Unfortunately the modder who made those can't be reached anymore.

I have experimented a bit and it is definately in the fuse entries.

i replaced the gb entry taken from the brit bg with a titan's fuse entries and bang:
"LordFjord has been killed."

I'm looking into the details of the fuses to see what's the entry that makes this message appear.

---------------------------------
Excelcia forever
www.excelcia.org/forum

Post Tue Jan 20, 2004 4:10 pm

lol - hmm, seeing as some of mine don't have fuse entries, that is why i dismissed that part as the cause..........

Post Wed Jan 21, 2004 5:55 pm

I have played around with fuses a bit, made a custom one for a GB:

[fuse
name = hi_gunship_fuse
lifetime = 6
death_fuse = true

[start_effect
effect = gf_explosion_br_gunboat_smallboom
hardpoint = HpWeapon01
hardpoint = HpWeapon02
hardpoint = HpWeapon03
hardpoint = HpWeapon04
hardpoint = HpWeapon05
hardpoint = HpShield01
hardpoint = HpThruster01
at_t = 0.000000
attached = true

[start_effect
effect = gf_explosion_br_gunboat_flashbang#3
hardpoint = HpWeapon06
at_t = 0.1
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_flash01
hardpoint = HpWeapon07
at_t = 0.3
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_br_gunboat_flashbang#2
hardpoint = HpShield01
at_t = 0.4
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_br_gunboat_bigexp
hardpoint = HpThruster01
at_t = 0.8
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true


basically just a nice set of explosions and flashes to make it look good.
some explanations:

lifetime = <---------seconds the whole thing will last
at_t = <------ specify the timing in % of the lifetime entry in [Fuse

effects will appear on hardpoint mounts, i just played around with them.

I get a death-message for this whole thing. However, the delay i specified doesnt really work - i get instantly to the respawn screen.

The delay only works for the FX stuff, but not for the player -> i can't fire during the explosion sequence.

What i couldnt find is an entry that specifies the time of the player-death.

---------------------------------
Excelcia forever
www.excelcia.org/forum

Post Thu Jan 22, 2004 5:25 am

ok, i think i understand now why there are no deathmessages on capships.
I will try to explain it, along with some fuse details.

once again, my gunship explosion sequence overworked it meanwhile)...

[fuse
name = hi_gunship_death_fuse ; <---- nickname, reference to shiparch.ini
lifetime = 6 ; <----------- length of sequence
death_fuse = true ; <------ will the sequence kill the player or not.

death_fuse defines if the sequence is lethal or not, only works if you place this at the end of the sequence:
[destroy_root
at_t = 1.000000

this destroys the ship when 100% of the specified time is reached.

I think that this is the reason why there is no death-message:
the death is initiated by the script and not by other influence like gundamage, radiation, collision, whatever.

in shiparch.ini you have this line (u can have more):

fuse = hi_gunship_death_fuse, 0.000000, 1

i donno what the "0.00000" does but the "1" is the hitpoint the ship has when the fuse sequence should be called. 1 means that the ship is nothing but a wreck anyway, so its ok to let the player get killed when u are down to 1 hitpoints... lol

-------------------------------------

i also have this in my shiparch, still smae gunboat:
fuse = hi_gunship_damaged_fuse, 0.000000, 20000
means that the fuse is called when the ship is below 20000 hitpoints (the Gbs here have ~100k so its ok to let them smoke and burn at 20% hull).

[fuse
name = hi_gunship_damaged_fuse
lifetime = 1
death_fuse = false ; <----------burning shouldnt kill player

[start_effect
effect = gf_continuous_fire ; <------burning effect
hardpoint = HpWeapon01 ; <-------- hardpoints where the effect appears
hardpoint = HpWeapon02
hardpoint = HpWeapon03
hardpoint = HpWeapon04
hardpoint = HpWeapon05
hardpoint = HpWeapon06
hardpoint = HpWeapon07
hardpoint = HpWeapon08
hardpoint = HpShield01
hardpoint = HpEngine01
hardpoint = HpThruster01
at_t = 0.000000 ; <---- timing
attached = true

[start_effect
effect = gf_rh_continuoussmoke
hardpoint = HpWeapon01
hardpoint = HpWeapon02
hardpoint = HpWeapon03
hardpoint = HpWeapon04
hardpoint = HpWeapon05
hardpoint = HpWeapon06
hardpoint = HpWeapon07
hardpoint = HpWeapon08
hardpoint = HpShield01
hardpoint = HpEngine01
hardpoint = HpThruster01
at_t = 0.000000
attached = true

due to the nature of the fuses this is repeated as long the gunboat is under 20000 hitpoints -> that baby is freaky fireball.

-----------------------------------
summary:
you have 2 choices:
---> death-message: then capships won't be able to fire during the explosion sequence
---> no death-message: capships can fly around and fire while they are blowing up, but can also use nanos/batts.

its up to you what you prefer, i am kinda undecided...

---------------------------------
Excelcia forever
www.excelcia.org/forum

Post Fri May 28, 2004 8:38 am

Could you post the full shiparch.ini and fuse entry for your gunboat, with the delayed explosion effect AND player has died message ability?

Cause it doesnt work for me, having the death_fuse=true, but no destroy_root entry...

The ship isnt getting destroyed completely.. (in this case, its a Transport)

Post Tue Jun 01, 2004 7:44 am

*comeon*

Post Tue Jun 01, 2004 3:05 pm

sry, missed this post.

here u go, its really no big deal and very easy to mod...
u can see how i changed the death mesage to appear. u can do the same on existing gunboats. set death_fuse to false and remove/comment out the destroy_root section. -> instant death for players. no after-death repair or shooting. the sequences are shown in full length though, so its all as good as it can get.

here is a death and a damage fuse

; *** Hispania Gunboat death fuse ***
[fuse
name = hi_gunship_death_fuse
lifetime = 6
death_fuse = false ;true

[start_effect
effect = gf_explosion_br_gunboat_smallboom
hardpoint = HpWeapon01
hardpoint = HpWeapon02
hardpoint = HpWeapon03
hardpoint = HpWeapon04
hardpoint = HpWeapon05
hardpoint = HpShield01
hardpoint = HpThruster01
at_t = 0.000000
attached = true

[start_effect
effect = gf_explosion_br_gunboat_flashbang#3
hardpoint = HpWeapon06
at_t = 0.1
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_flash01
hardpoint = HpWeapon07
at_t = 0.3
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_br_gunboat_flashbang#2
hardpoint = HpShield01
at_t = 0.4
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_br_gunboat_bigexp
hardpoint = HpThruster01
at_t = 0.8
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

;[destroy_root
;at_t = 1.000000

; *** Hispania Gunboat burning fuse ***
[fuse
name = hi_gunship_damaged_fuse
lifetime = 1
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large04
at_t = 0.000000
attached = true

[start_effect
effect = gf_continuous_fire
hardpoint = HpThruster01
at_t = 0.000000
attached = true

[start_effect
effect = gf_continuous_fire
hardpoint = HpEngine01
at_t = 0.000000
attached = true

[start_effect
effect = gf_continuous_fire
hardpoint = HpTurret01
at_t = 0.000000
attached = true

[start_effect
effect = gf_continuous_fire
hardpoint = HpTurret02
at_t = 0.000000
attached = true

[start_effect
effect = gf_continuous_fire
hardpoint = HpTurret03
at_t = 0.000000
attached = true

[start_effect
effect = gf_continuous_fire
hardpoint = HpWeapon04
at_t = 0.000000
attached = true

[start_effect
effect = gf_rh_continuoussmoke
hardpoint = HpTurret05
at_t = 0.000000
attached = true

[start_effect
effect = gf_rh_continuoussmoke
hardpoint = HpTurret07
at_t = 0.000000
attached = true

[start_effect
effect = gf_rh_continuoussmoke
hardpoint = HpTurret08
at_t = 0.000000
attached = true

[start_effect
effect = gf_rh_continuoussmoke
hardpoint = HpTurret01
at_t = 0.000000

---------------------------------
Excelcia Mod Leading Developer

Post Fri Jun 11, 2004 5:09 pm

thanks a lot

Post Tue Jun 15, 2004 1:22 pm

it is yet not working, because...

i think its just because of the fuse entry in the shiparch.ini not being a death fuse (death_fuse = false), so the explosion_arch entry in shiparch.ini is executed right after the player death, having "no time" for the delayed FX effects (as burning fuses have because of the remaining ship hull)

so, ur solution is not working in this case... I tried to do it on the transport_death_fuse (fuse_transport.ini) (deleting [destroy_root entry and turning death_fuse = true to false)...
the ship explodes with no delay and no amazing fx effects, it just explodes

did u try that on something else than on your gunboat? or any idea?

Post Tue Jun 15, 2004 4:20 pm

can you change the death messages? Such as instead of: Player has died [player name it would be [Player's Name has fallen or something like that

StarSeeker//\ International Pirate
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