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destructible sun/stars

The general place to discuss MOD''ing Freelancer!

Post Sat Aug 20, 2005 3:38 am

destructible sun/stars

I what to blow up a sun/star although it won't have a nice supernova effect I still want the star to dissppear and destory every ship and base within a the blast radius maybe in a specially designed system where every thing can be blown up

I've rigged a sun thats destructible in solararch.ini

[Solar
nickname = sun_nova
ids_name = 60201
ids_info = 60202
type = SUN
DA_archetype = solar\suns\sun.sph
mass = 1000000
solar_radius = 1000
shape_name = NNM_SM_SUN
destructible = true
hit_pts = 100000

and I've rigged a torpedo that causes more hit points than the sun can take and with a blast raduis to simulate the supernova effect in weapon_equip.ini

[Explosion
nickname = torpedo01_mark03_explosion
effect = ku_torpedo02_impact
lifetime = 0.0, 0.0
process = disappear
strength = 100
radius = 36000
hull_damage = 150000
energy_damage = 0
impulse = 0

[Munition
nickname = torpedo01_mark03_ammo
explosion_arch = torpedo01_mark03_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_torpedo
detonation_dist = 36.25
lifetime = 556.25
Motor = torpedo01_mark03_motor
force_gun_ori = false
const_effect = ku_torpedo01_drive
HP_trail_parent = HPExhaust
seeker = LOCK
time_to_lock = 0
seeker_range = 30000
seeker_fov_deg = 35
max_angular_velocity = 0.58067
DA_archetype = equipment\models\torpedoes\ge_torpedo.3db
material_library = equipment\models\ge_equip.mat
ids_name = 459077
ids_info = 266164
mass = 1
volume = 0.0

but when I test the torpedo on the star the game crashes as soon as it hits it (I think? as I did outrun the set blast radius)

I did blow up manahattan the same way and he disappeared when destoryed.

also Is there anyway that you can set the torpedo to delay arming itself so you can't using in close combat eg bounces off the hull of the ship

Post Sat Aug 20, 2005 7:06 am

Well, the only problem is the freelancer is going: "WTF?!?! YOU JUST BLEW UP A SUN!". I'm not exactly sure why your method didn't trick it, but it still thinks the sun is a sun. What if you made it a destructable base...?


FL:CE Mod Team Leader

Post Sun Aug 21, 2005 3:07 am

Um, I think the main things going wrong here are:

1. Suns don't use SPH definitions, really. They have a SUR like planets do, but it's not the same thing as a standard SUR, I think. That, by itself, is a major problem.

2. Basically, Suns are also defined in various other ways that would make them... a bit awkward in terms of blowing them up.

The good news is that... if you're willing to put the work in... you can fake up a "sun" using my Pretty Planet Project files as a guide. Either make a single sphere that's basically just a glowmapped object, or make a sphere with a bunch of squares covered with a DcDtOcOtTwo MAT. Very easily done, really, and you could fake a corona, etc. The only problem I've seen is that DcDtOcOtTwo MATs using TGAs seem to get dithered down to some lower color-count at long ranges by the game engine, which looks a bit odd when you're really far away. I haven't had time to look at this in great detail yet, so this may or may not be a big issue. But, so far as I can tell, you can make a Sun this way... and it'd be perfectly destructable, just like any other CMP.

Now, before everybody gets all excited... destroying it would require getting into range. And that means that the Deathsphere would have to go bye-bye, because a Sun is rather large. FL weapons do not work reliably over larger ranges, period. You can define guns that can shoot 250K, but they will not register hits for the most part anywhere past 3K, which really appears to be the upper limit in the code. Making an Explosion with that huge radius isn't likely to work well at all, I'm afraid.

Post Sun Aug 21, 2005 8:05 am

still cool blowing up a sun though

Post Mon Aug 22, 2005 2:59 pm

I think that about a year ago somebody made a torp with a radius like that. He wanted to wipe an entire system clean of all life(or something sadistic like that). Problem was that the game only makes the ships "exist" within about 15K of you.

Sounds like what you were doing, but it was a really big bomb.

Now that I think about it...... couldnt you blow up a planet? With a Death Star? (Yes, I know that it is possible ) the Nav Map might give you a hassle....... and other things....

Post Mon Aug 22, 2005 7:51 pm

the problem with blowing solars up is that they respawn after a minute,the only remedy is changing their type to satellite i think

Post Mon Aug 22, 2005 7:52 pm

or you could just change the respawn time.

Post Mon Aug 22, 2005 8:08 pm

well instead of just throwing that out there how about explaining where you would do that

Edited by - Cold_Void on 8/22/2005 9:08:56 PM

Post Mon Aug 22, 2005 8:39 pm

i don't know I've seen it done... wait... i THINK i've seen it done...... x.x

Post Mon Sep 05, 2005 3:54 pm

Perhaps because you're destroying the light source?

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Post Mon Sep 05, 2005 5:05 pm

No. The lightsource isn't actually the sun. You can put the lightsource anywhere in the system.

Post Mon Sep 05, 2005 6:38 pm

The respawn time is set to something like 20 seconds and CANNOT be changed.
It's hardcoded as usual, and I never saw a way to change it, no matter what I tried.

And I never tried making a sun blow up, but I think it'd do logic problems as the damage would still appear, but wouldnt have any source. Also, the burning particles might cause problems.

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