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Destructable objects

The general place to discuss MOD''ing Freelancer!

Post Wed Aug 11, 2004 3:12 am

Destructable objects

After going through the tutorials, i've made some destructable docking rings, (great for stranding players in MP) or so i thought. Got the docking ring to explode, that was easy, but if you respawn a character in MP, the docking ring also respawns and then becomes invulnerable! Also FL thinks its destroyed because no ships can use it including the player.

So my question is, can the destroyed docking ring be made invisible after you destroy it, the plan being for the server to reset everything every 24hrs?

A Gibbons power comes from first class training

Post Wed Aug 11, 2004 2:05 pm

I wanted to add destructible bases and such to my mod also, but what I found was it just causes too many problems (i.e. crashes). I read in multi-player the game will crash if you destroy a base with someone on it. Even in single player I had it crash a short time after I destroyed Sheffield Station during testing - and there was no other player to account for that. Though, that might have been something else, because I was testing different explosions and fuses and it only crashed that one time out of about 30 times I destroyed it.

Unless someone else who knows more than me can enlighten us on what problems to watch out for, it's probably best to not make things blow up.

Edited by - Rathelon on 8/11/2004 3:08:16 PM

Post Wed Aug 11, 2004 2:09 pm

Not what i was hoping to hear. Shame, for obvious reasons really. Or is it that we lesser mortals are missing something?

Gibbons power comes from bananas

Post Wed Aug 18, 2004 3:36 pm

Static object destruction support does not exist in this game. While you can make these objects destructible you will not be able to get the effect you are looking for.

Post Wed Aug 18, 2004 6:55 pm

The reason you crashed when you destroyed Sheffield is because a patrol was probably trying to launch - from a base that no longer exists! I've noticed that if you destroy a base in SP you need to clear the area quickly so no patrols try to spawn, otherwise the game will crash

(This site is best viewed with your eyes open)

Post Wed Aug 18, 2004 11:32 pm

ok, this is the solution for the problem that the Excelcia mod will have in the next patch:
kinda everything is destructable. almost.
nondockable station modules and the like can be blown up without being worried about crashes. however, blowing up bases where players or NPCs can dock causes trouble. here is how i solved this:

i made a custom fuse entry or the "destructible" stations.

i set its trigger to 1 hitpoint.

they key is to make the station invulnerable just before it blows up. in the same way as wrecks do.

for the fuse:
[make_invincible
turn_on = true

this will block the destruction of the base inthe last second.
after a short while (as weaponplatforms and tradelanes do) the station will be back at full health.

what i did to simulate the "destruction" of the base is this:
1st a large shockwave will go through all station hardpoints, small explosions, then a final big blast that will damage things in the area, also with a kinetic effect. (the station's dockable module will remain there).
during this sequence i strip the base of all weapons (and those will hurt in the next patch )
i disarm the base with the fuses - it will lose all weapons and can be considered as "disabled". you can still dock with it.

[destroy_hp_attachment
at_t = 0.5
hardpoint = HpTurret_S1_01
fate = debris

... (for all possible station turret mount names)

its a bit tricky, but it works

Fjord

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

Post Wed Sep 01, 2004 5:34 am

Interesting way to do it Fjord and solves a lot of probs but its a shame the base doesn't disappear totally until server resets which is what i was after. Mind you, looks like it will stop server crashes with this way of doing it

Gibbons power comes from bananas

Post Fri Sep 03, 2004 5:22 pm

idea....is it possible to make it to where an enemy base can be docked at after you disable it? make it temporarily a neutral faction of somethin? so you can go in and buy and sell and junk?...just me, but what other reason would there be to disable a base?:-P

Just my 2 cents...well maybe just 1....

Post Sat Sep 04, 2004 2:01 am

no, you cant dock to it afterwards - its not possible to change the faction or let something temporarily spawn that lets you dock with it.

there are several reasons to "disable a base this way:
- satisfaction
- it will lose all its weapons. the station weapons we have at excelcia hurt a LOT. this could be used to make a safe passage till next server reboot.
- i havent tested this one but i want to give the base some commodities that are dropped when the base is disabled. lotsa scrapmetal, maybe some more valueable ones as well. or something symbilical that pays off well when sold on your bases. kinda a "bounty".
- base assaults can be played out in a pretty way with this.

fjord

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

Post Mon Oct 18, 2004 4:40 am

Does anyone know how to mod the respawn or regeneration time for weapons platform and other solars in Freelancer?

Would be cool to increase it to like 30 min or something...

Post Mon Oct 18, 2004 10:41 am

its an interesting concept,, but what if some fool trys to shoot out a station that some1 else has docked at?

... Constant crashes and probs

Post Wed Oct 20, 2004 3:48 pm

I was looking through the solar.ini and noticed that freeport7 had a docking point on it..or so I think anyways. The colliision groups made it look like all the objects parented to the main station got blown off. So, my question, would it be possible to do that with another station like freeport 9 for example and leave the docking bays intact? Would that remove need for fuses?

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