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
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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.
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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...
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