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Destructable stations??

The general place to discuss MOD''ing Freelancer!

Post Sun Oct 10, 2004 1:20 pm

Destructable stations??

Hello all. I hope to find some information about destructable stations. I would like to do like Infinity mod plans to do (Stole your idea Fjord ), so the stations partially explode, letting the docking bays safe.

This would make my Opt-in mod called Procyon even more interesting for the future RPGers tht will use it on Boston Freelancer Server

Any help from anyone would be greatly appreciated.

Friendly_Fire out.

Post Sun Oct 10, 2004 1:31 pm

Perhaps make two different models. One is the docking bay, the other is the destructable part. Set the destructable parts' hit points as 100000 or whatever, and the docking bay as 1000000000 or whatever is infinity
Just a thought..

--------------------------------
Leader of the Republic Mod Team.
"Criminal Organisations don't just spring up overnight. It's a conspiracy" - overheard on a a Liberty comm frequency

Post Sun Oct 10, 2004 4:00 pm

But then how would I make it look nice? Placing objects approx isn't good...

Also, how would I do so even if you select the invincible docking bay, you see the life bar?

Finally, wouldn't this need modelling each of the bases again???

I heard of using fuses for the whole work but I never messed with these.. (yet )

Post Sun Oct 10, 2004 9:07 pm

@FF you're welcome
i made just every "normal" nondockable station module destructible (should be easy for u)
then i made a relatively long custom fuse that should work for all kinds of stations (covering all numbers of guns of the base)

i gave each gun mount a small flash FX, which ran through all turrets of a base, then the same with a lil delay with explosions, then again the same with the destroy_hp_attachment fuses, so the base loses all guns. in addition i made a big blast FX for the base, an impulse effect that gives everything nearby a kick and a damage fuse so everything gets damaged
after this i set the base to invulnerable (the fuse was triggered at ~10k or something, base had like ~40M hitpoints). im not sure if everything worked 100% casue this was the time when excelcia ended (made it for ex initially, but will take this over to infinity).
what DID work (cause i tested that) is the flashes , explosions and the base losing all guns. could test the impulse and damage stuff.
btw, the base "regenerated" after a while just like weaponplatforms do. but it lost all guns

Fjord

---------------------------------
Infinity TC Mod Leading Developer

Post Mon Oct 11, 2004 10:17 am

Thanx Fjord! I knew you would come by here

But how do you make so the dockable part stays there after the explosion?
Also, do you have good tutorials about fuses... Never messed with these as I said.

Post Mon Oct 11, 2004 11:36 am

sr my fuses tut went down with the excelcia forums (isp machine fried including all backups, we dont know the exact reasons, prolly lightning or storm damage).

the station wont blow up. it will just have many lil explosions followed by a big one. only FX stuff
set the indestructible fuse to true.
check wreck fuses for a reference.

Fjord

---------------------------------
Infinity TC Mod Leading Developer

Post Mon Oct 11, 2004 1:55 pm

I looked a bit at the files..... XX(

Or you explain me things a bit or I'll wait until you find/make your tutorial

Don't ever know where to start and where to put things on :S

Post Mon Oct 11, 2004 8:07 pm

you know....FF if you want it to look nice..only make half of it blow off. so then it looks like it suffered a vicious attack but is still floating . Just a thought

Post Mon Oct 11, 2004 9:19 pm

in solararch:
fuse = dockingmodule_death_fuse, 0.000000, 10000

in fuses.ini
(only parts of it)
[fuse
name = dockingmodule_death_fuse
lifetime = 5.000000

[make_invincible
turn_on = true

; *** explosion sequence through all large turrets ***
[start_effect
effect = gf_explosion_br_gunboat_smallboom
hardpoint = HpTurret_S2_01
at_t = 0.2
attached = true

[start_effect
effect = gf_explosion_br_gunboat_smallboom
hardpoint = HpTurret_S2_02
at_t = 0.4
attached = true
...

; *** explosion flash through all small turrets
[start_effect
effect = gf_explosion_br_gunboat_flashbang#2
hardpoint = HpTurret_S1_01
at_t = 0.2
attached = true

[start_effect
effect = gf_explosion_br_gunboat_flashbang#2
hardpoint = HpTurret_S1_02
at_t = 0.4
attached = true
...
; *** big boom with impulse shockwave and damage
[start_effect
effect = gf_explosion_br_gunboat_bigexp
hardpoint = HpMount
at_t = 4.0
attached = true

[impulse
at_t = 4.1
hardpoint = HpMount
pos_offset = 0, 0, 0
radius = 1500
force = 1000000
damage = 10000

; *** drop loot ***
[dump_cargo
at_t = 5.000000
origin_hardpoint = HpMount

; ** smoke effects
[start_effect
effect = gf_prisonattack_bigsmoke
hardpoint = HpMount01
at_t = 0.000000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_prisonattack_bigsmoke
hardpoint = HpRunningLight03
at_t = 0.250000
pos_offset = 0, 0, 0
ori_offset = 180, 0, 0
attached = true
...

;** destroy all small turrets
[destroy_hp_attachment
at_t = 0.5
hardpoint = HpTurret_S1_01
fate = debris

[destroy_hp_attachment
at_t = 0.7
hardpoint = HpTurret_S1_02
fate = debris

[destroy_hp_attachment
at_t = 0.9
hardpoint = HpTurret_S1_03
fate = debris
...

;** destroy all large turrets
[destroy_hp_attachment
at_t = 0.5
hardpoint = HpTurret_S2_01
fate = debris

[destroy_hp_attachment
at_t = 0.7
hardpoint = HpTurret_S2_02
fate = debris

[destroy_hp_attachment
at_t = 0.9
hardpoint = HpTurret_S2_03
fate = debris
...

the ... goes on until you reach hte max possible amount for all stations.
im not sure if the lootdrop will work, that was never tested, wanted to reward players who manage to blow up a base - lotsa commodities dropped.
just experiment with this stuff.
[impulse is also an interesting fuse

---------------------------------
Infinity TC Mod Leading Developer

Post Tue Oct 12, 2004 4:05 am

Thanx alot Fjord

I'll try this tonight and I'll see how it does

Post Tue Oct 12, 2004 4:56 am

dont forget to add destructible = true to the solars...
happened to me in the 1st tests.. doh

---------------------------------
Infinity TC Mod Leading Developer

Post Tue Oct 12, 2004 8:37 am

so there is a problem with the [impulse

once u shot one base down, u feel the impulse, but after regeneration, the [impulse section is no longer executed, at the same base...
(or some other problem with the impulse, dont know)

in fact, u can shoot every base just once to feel the impulse...
any ideas why and how to solve the prob?

Post Tue Oct 12, 2004 1:43 pm

Okay I got it to work but it explodes whenever I see it and I see no smoke, no big explosion...

Post Tue Oct 12, 2004 8:49 pm

check the hitpoint trigger level. sounds as if its bigger than the station's hitpoints.

this sequence was menat to be executed only once to disarm a base after a successful attack. the impulse, all the FX are just a bit playing around and making it look good

---------------------------------
Infinity TC Mod Leading Developer

Post Wed Oct 13, 2004 1:21 am

the sequence is pretty cool as you can no longer dock for a while when the base has been shot down...

but it would be cooler, if the impulse is executed every time, not only once...
any ideas???

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