Torps and Impact
I've got another fun game-engine mystery to solve.
Basically, I want to have a torpedo that will never, ever EVER make a ship change course. Not a single bit- I don't want them to spin, I don't want them to do anything... except get hit by the explosion and die, of course
But my current torps are causing this nasty side-effect... here is their script:
[Motor
nickname = torpedo01_mark01_motor
lifetime = 10
accel = 40
delay = 1
[Explosion
nickname = torpedo01_mark01_explosion
effect = li_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 0
radius = 100
hull_damage = 2500000
energy_damage = 1
;;impulse = 0
[Munition
nickname = torpedo01_mark01_ammo
explosion_arch = torpedo01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 500
one_shot_sound = fire_torpedo
detonation_dist = 1
lifetime = 37.500000
Motor = torpedo01_mark01_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = DUMB
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 265163
ids_info = 266163
mass = 0
volume = 5
LODranges = 0, 2000
[Gun
nickname = torpedo01_mark01
ids_name = 263163
ids_info = 264163
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 1405
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 0.5
muzzle_velocity = 150
toughness = 12.100000
projectile_archetype = torpedo01_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 5
lootable = false
LODranges = 0, 100
Soooo... what's causing these things to make objects move on impact? I don't want them to, because if they cause that effect then they're going to screw up my ocean-going ships, which is not what I want, obviously...
And, on a related topic... I have the damage set absurdly high... because they don't seem to be doing damage correctly to game objects with custom SUR files. Anybody know what's going on? The SUR in question is a special hitbox that I developed with Anton's help, so it may be something funny about it in particular...
Basically, I want to have a torpedo that will never, ever EVER make a ship change course. Not a single bit- I don't want them to spin, I don't want them to do anything... except get hit by the explosion and die, of course
But my current torps are causing this nasty side-effect... here is their script:
[Motor
nickname = torpedo01_mark01_motor
lifetime = 10
accel = 40
delay = 1
[Explosion
nickname = torpedo01_mark01_explosion
effect = li_torpedo01_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 0
radius = 100
hull_damage = 2500000
energy_damage = 1
;;impulse = 0
[Munition
nickname = torpedo01_mark01_ammo
explosion_arch = torpedo01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 500
one_shot_sound = fire_torpedo
detonation_dist = 1
lifetime = 37.500000
Motor = torpedo01_mark01_motor
force_gun_ori = false
HP_trail_parent = HPExhaust
seeker = DUMB
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 265163
ids_info = 266163
mass = 0
volume = 5
LODranges = 0, 2000
[Gun
nickname = torpedo01_mark01
ids_name = 263163
ids_info = 264163
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
HP_child = HPConnect
hit_pts = 1405
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_torpedo_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 0.5
muzzle_velocity = 150
toughness = 12.100000
projectile_archetype = torpedo01_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 5
lootable = false
LODranges = 0, 100
Soooo... what's causing these things to make objects move on impact? I don't want them to, because if they cause that effect then they're going to screw up my ocean-going ships, which is not what I want, obviously...
And, on a related topic... I have the damage set absurdly high... because they don't seem to be doing damage correctly to game objects with custom SUR files. Anybody know what's going on? The SUR in question is a special hitbox that I developed with Anton's help, so it may be something funny about it in particular...