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concerning Fuses !

The general place to discuss MOD''ing Freelancer!

Post Wed Oct 06, 2004 7:05 am

concerning Fuses !

hi all, i have recently started experimenting with fuses -and well i need to know something ..

i have read the tutorial about fuses but it does not cover this ..

i want a fuse:
[make_invincible
turn_on = true
to stop the hull hit points at say: 1000

i do not know how it is possible .. definitely not by starting the fuse earlier cause what`s there to read for wrecks:
hit_pts = 3600
destructible = true
fuse = fuse_suprise_rh_fighter, 0.000000, 3601
fuse = fuse_suprise_drop_loot, 0.000000, 3590

ok, the make_invincible starts at 3590 .. enough of a proof?

and why does fuse_suprise_rh_fighter start at 3601? it has only got 3600 ..
(it`s actually 2x destroy_group .. looking at the fuse_suprise_rh_fighter closely)


advices apprechiated

thx

Post Wed Oct 06, 2004 7:43 am


i want a fuse:
[make_invincible
turn_on = true
to stop the hull hit points at say: 1000

It's been a long time since I did my fuse modding, but I will try to remember. I *think* that the problem is that that entry is missing a "at_t = xxxx" line in it. I do know that the make_invincible DOES work, but there was something I had to do to make it work right, and I'm pretty sure that it was just adding in the line to tell it when to actually start.


hit_pts = 3600
destructible = true
fuse = fuse_suprise_rh_fighter, 0.000000, 3601
fuse = fuse_suprise_drop_loot, 0.000000, 3590

and why does fuse_suprise_rh_fighter start at 3601? it has only got 3600 ..
(it`s actually 2x destroy_group .. looking at the fuse_suprise_rh_fighter closely)
Ever notice how when you go up to a wreck, some of the wings or whatever are blown off of it? That's why - because the first fuse runs right away and blows off the wings.

Post Wed Oct 06, 2004 10:00 am

thank you wasabe!

i`m gonna try adding "at_t = xxxx" to the make_invincible thingy ..

quote:
Ever notice how when you go up to a wreck, some of the wings or whatever are blown off of it? That's why - because the first fuse runs right away and blows off the wings.

nope, did not notice


greetz

Post Thu Oct 07, 2004 6:42 am

thx a bunch mate cause it works

i thought about the 2nd fuse entry, the one that starts on first sight ..
it is really funny thinking about the program, it just checks back the hull on sight and notices the trigger ..
that is very good to know cause i have been guessing if there`s any other value able to trigger a fuse, besides the hit_pts .. for example distance ..
this is great too !!

btw did anyone try make_invincible, turn on and off?


greetz

Post Thu Oct 07, 2004 8:42 am

lol, its pretty fnuny some of the entries M$ and DA put in... suprise is spelt wrong, things like
[Dialog
nickname = king_and_juni_*****

and

[Trigger
nickname = lets_be_friends

hehe....

Post Thu Oct 07, 2004 11:50 am

yea kinda looks like they did not imagine there`s going to be a decoder or something ..

since freelancer is the only game i mod, i can`t tell for sure .. but my feeling is you can see in it`s files that freelancer has been overworked a couple of times and then left unfinished .. well -finished but i guess they just made a final version that could be sold, when they dropped the engine already

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