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Death messages and fuses

The general place to discuss MOD''ing Freelancer!

Post Wed Jun 16, 2004 3:48 am

hmm, how does your shiparch entry looks like?

fuse = hi_gunship_death_fuse, 0.000000, 1
this is from excelcia and it works fine. with death message and FX.
the player dies -> death message. the FX sequence is independant from this.

are you sure that you commented out or deleted the [destroy_root section?

-------------------
you can change the death message, i think its somewhere in resources.dll
use reshack and search for it.

edit: meanwhile i learned a few new things about fuses, i will try to take some time and update my tutorial. i will let you know when its done.

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

Edited by - LordFjord on 6/16/2004 4:49:30 AM

Post Wed Jun 16, 2004 5:36 am

In reality, you don't need the line in shiparch.ini at all:

fuse = hi_gunship_death_fuse, 0.000000, 1

If you take that one out, then players will get the death message, but no fancy explosions.

In the fuse.ini file, the "death_fuse = true" means that basically means that the player becomes invincible. To kill the player, you add in the lines:
[destroy_root
at_t = 1.000000
And that kills the player - but no death message.

Post Wed Jun 16, 2004 6:58 am

the fancy FX are the point of these

Wasabe and me might come up with more cool stuff made with fuses.
stay tuned

Fjord

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

Post Wed Jun 16, 2004 8:04 am

in my shiparch its

fuse = transport_death_fuse, 0.000000, 1

Just try it, it doesnt work... maybe it just works with that gunboat, or it just doesnt work with the transport...

yep i deleted the destroy root entry and i had "death_fuse = false"

as wasabe has written, the death_fuse makes the ship invincible... but try the following: just delete the destroy root entry, but keep the death_fuse = true entry... then fly into space, get killed by npcs (well they will shoot u down to 0 hitpoints) and then fly into a planet... you will be killed by the planets death zone, which normally has a damage rate of 200000... interesting isnt it?

Post Sun Jun 20, 2004 3:19 pm

... I think there is no way to get those messages at all with those fuse-suckers

Post Sun Jun 20, 2004 9:02 pm

can u post the important part of ur shiparch.ini and the fuse entries?

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

Post Mon Jun 21, 2004 4:08 am

shiparch.ini:

fuse = transport_death_fuse, 0.000000, 1
fuse = intermed_damage_transport01, 0.000000, 750
fuse = intermed_damage_transport02, 0.000000, 375
linear_drag = 1.000000
mass = 500.000000
hold_size = 800
explosion_arch = explosion_instant
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03


transport_death_fuse:
(very long!)

[fuse
name = transport_death_fuse
lifetime = 2.500000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large03
hardpoint = HpFX05
at_t = 0.000000
attached = true

[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpFX05
at_t = 0.300000
attached = true

[start_effect
effect = explosion_sfx_csx_large04
hardpoint = HpFX05
at_t = 0.400000
attached = true

[start_effect
effect = explosion_sfx_csx_large02
hardpoint = HpFX05
at_t = 0.700000
attached = true

[start_effect
effect = explosion_sfx_csx_sectional01
hardpoint = HpFX05
at_t = 0.990000
attached = false

[destroy_group
at_t = 0.000000
group_name = trans_port_eng_lod1
fate = disappear

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpPort_eng
at_t = 0.000000
attached = true

[destroy_group
at_t = 0.700000
group_name = trans_cntrl_twr_lod1
fate = disappear

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = Dpcntrl_twr
at_t = 0.700000
attached = true

[destroy_group
at_t = 0.990000
group_name = trans_frnt_lod1
fate = debris

[destroy_group
at_t = 0.990000
group_name = trans_rear_lod1
fate = debris

[destroy_hp_attachment
at_t = 0.000000
hardpoint = HpTurret_u1_04
fate = debris

[start_effect
effect = gf_explosion_smallship01
hardpoint = HpTurret_u1_04
at_t = 0.000000
attached = true

[destroy_hp_attachment
at_t = 0.100000
hardpoint = HpTurret_u3_01
fate = debris

[start_effect
effect = gf_explosion_smallship02
hardpoint = HpTurret_u3_01
at_t = 0.100000
attached = true

[destroy_hp_attachment
at_t = 0.800000
hardpoint = HpTurret_u1_01
fate = debris

[start_effect
effect = gf_explosion_smallship01
hardpoint = HpTurret_u1_01
at_t = 0.900000
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx09
at_t = 0.000000

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx01
at_t = 0.000000
attached = true

[start_effect
effect = gf_explosion_smallship02
hardpoint = HpFx02
at_t = 0.100000
attached = true

[start_effect
effect = gf_explosion_smallship01
hardpoint = HpFx03
at_t = 0.200000
attached = true

[start_effect
effect = gf_explosion_smallship02
hardpoint = HpFx02
at_t = 0.300000
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx03
at_t = 0.500000
attached = true

[start_effect
effect = gf_explosion_smallship02
hardpoint = HpFx04
hardpoint = HpFX05
hardpoint = HpFx06
hardpoint = HpFx07
at_t = 0.400000
attached = true

[start_effect
effect = gf_explosion_smallship01
hardpoint = HpFx04
hardpoint = HpFX05
hardpoint = HpFx06
hardpoint = HpFx07
at_t = 0.500000
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx04
hardpoint = HpFX05
hardpoint = HpFx06
hardpoint = HpFx07
at_t = 0.600000
attached = true

[start_effect
effect = gf_explosion_smallship02
hardpoint = HpFx04
hardpoint = HpFX05
hardpoint = HpFx06
hardpoint = HpFx07
at_t = 0.700000
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx08
at_t = 0.800000
pos_offset = 0, 0, -15
attached = true

[start_effect
effect = gf_explosion_smallship02
hardpoint = HpFx09
at_t = 0.900000
pos_offset = 0, 0, -10
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx10
at_t = 0.900000
pos_offset = 0, 0, -20
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx04
at_t = 0.920000
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFX05
at_t = 0.920000
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx06
at_t = 0.920000
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpFx07
at_t = 0.920000
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpCargo01
at_t = 0.920000
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpCargo02
at_t = 0.920000
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpCargo03
at_t = 0.920000
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpCargo04
at_t = 0.920000
attached = true

[destroy_group
at_t = 0.980000
group_name = trans_frnt_lod1
fate = debris

[destroy_group
at_t = 0.980000
group_name = trans_rear_lod1
fate = debris



maybe it doesnt work because of those destroy_groups entrys, just look at ur gunship fuse and at this transport fuse... pretty diffrent, as the transport gets divided into 3 parts, before the big explosion happens...

Post Mon Jun 21, 2004 6:23 am

ok, this is my goess on the problem:
all those destroy_... fuses only work with NPCships OR when you have death_fuse = true.

its similar to the stuff that players can be made to drop weapons, to destroy shipparts, cargo, and so on... this was the small step that Wasabe was ahead of me in fuses

those ONLY work when you have death_fuse = true

I wanted death-messages, i tried to make my ship drop weapons and cargo -> didnt work.

It should work on NPCs though

now u have 2 choices:
- leave death message out and have a ship that breaks apart
- death message but no fancy losing of shipparts

i hope this helped,

Fjord

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

Post Mon Jun 21, 2004 7:33 am

I really do need to write up that tutorial about fuses. . . just never seem to have the time.

Fjord is correct that the "destroy" options won't work when you have the death_fuse = false, or at least sort of.

Basically, when the death_fuse = true is set, it will not let the ship die until all the actions in that fuse are completed. However, your ship can still take damage during that time. So, if your ship is still taking damage and it gets down to 0 hull, then it obviously cannot take any more damage, and the ship will never die - it becomes invincible (you can planet dive though to kill the ship). So then you have to add the "destroy_root" option to kill the ship. This works just fine for NPC's since they don't display a death message anyways when they die - but for human players, it works, but it also doesn't give a death message.

Now on to the reason why your fuse entry isn't working. . . when the death_fuse = false, then the ship can die during the running of the fuse. If the ship dies, then all the components get destroyed. So obviously the "destroy_hp_attachment" or "destroy_group" actions won't work, because there is not enough time to execute them (the attachments are already destroyed because the ship is dead).

However, if in shiparch you change the fuse to run at hull value of like 5000 instead of 1, then usually there is enough time to run the entire fuse before the ship dies. When it's like this, it really doesn't matter what the "death_fuse =" line is because the ship won't die in that time. So you can have them drop weapons, destroy groups, drop cargo, have fancy explosions, or whatever, and they would still receive the death message when they die. However, obviously it's kind of pointless to have the ship blow up when there is still 5000 hull on it lol.

I hope this makes sense. If not, let me know and I'll try to clarify even more.

Post Mon Jun 21, 2004 8:21 am

I'll start with a quote:

"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."

the only thing i want is what is stated in that quote
Though, I don't believe that this is the solution, as it doesnt work with that transport fuse (i dont mean the ship breaking apart, i mean the fancy explosions, they dont appear, the ship just disappers, as the fuse entry is not executed properly, like you explained in your post)

I understand why its not working, but I dont know how LordFjord got his gunboat to play the fancy fx effects AND get the die-message... ???

Post Mon Jun 21, 2004 12:36 pm

the GBs dont break apart - no destroy_group entries in there.
only plain FX stuff.
Wasabe, u can update my tut on our forum if u like

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

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