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Adding turrets
The general place to discuss MOD''ing Freelancer!
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Just two more questions...
What do the entries "dmg_obj = ku_dragon_dmg_port_wing_cap" and "obj = port_wing_lod1" do?
Also, is there a file which determines where the fire and sparks come out from when a ship is heavily damaged, or do they come out from any area which is heavily damaged?
Edited by - Denier-of-Soup on 8/24/2005 7:36:42 AM
What do the entries "dmg_obj = ku_dragon_dmg_port_wing_cap" and "obj = port_wing_lod1" do?
Also, is there a file which determines where the fire and sparks come out from when a ship is heavily damaged, or do they come out from any area which is heavily damaged?
Edited by - Denier-of-Soup on 8/24/2005 7:36:42 AM
the dmg_obj is the model that will replace the subgroup from the .cmp file named port_wing_lod1 when it is destroyed.obj = port_wing_lod1 tells the game that this collision group is for the .cmp subgroup named port_wing_lod1.
smoke and fire etc is usually set by a fuse entry in the ship's main arch entry like so:
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
the fuses are stored in the FX folder,however you don't need to make your own just use some from the other ships.fuses have some very interesting applications, like making shot off parts become debris or linking the destruction of one collisiongroup to another - collisiongroups can have their own fuses
smoke and fire etc is usually set by a fuse entry in the ship's main arch entry like so:
fuse = intermed_damage_smallship01, 0.000000, 400
fuse = intermed_damage_smallship02, 0.000000, 200
fuse = intermed_damage_smallship03, 0.000000, 133
the fuses are stored in the FX folder,however you don't need to make your own just use some from the other ships.fuses have some very interesting applications, like making shot off parts become debris or linking the destruction of one collisiongroup to another - collisiongroups can have their own fuses
i think you're under the misapprehension that the fuse IS the effect - its not, it simply controls them - where the effects occur is all defined in the fuse.
fuse functions:
destroy groups
initiate effects on specific hardpoints(your question i believe)at specific times
ignite other fuses
destroy root(ship)
destroy hardpoint attachments,determining whether they are loot or debris,or disappear
fuses are triggered by the destruction of a group or if a 0.00000, 450 etc is attached to its link in the shiparch by that # of hit points damage,initiating the fuse at the time specified(usually 0.00000)
so to edit where the effects appear,edit the fuse(make a new one - no reason to mess up other ships fuses)
fuse functions:
destroy groups
initiate effects on specific hardpoints(your question i believe)at specific times
ignite other fuses
destroy root(ship)
destroy hardpoint attachments,determining whether they are loot or debris,or disappear
fuses are triggered by the destruction of a group or if a 0.00000, 450 etc is attached to its link in the shiparch by that # of hit points damage,initiating the fuse at the time specified(usually 0.00000)
so to edit where the effects appear,edit the fuse(make a new one - no reason to mess up other ships fuses)
of course i don't mind,forgive me if i'm a little impatient sometimes =) the fuses are not specific to the INI entries - in fact several are used repeatedly for fighters, however things in them like destroy_group or destroy_hp_attachment are specific to the ship model especially in the case of capital-ships -
all of the hardpoints the effects attach to are specified in the fuse, so a fuse trying to start an effect or destroy an attachment on a non-existant hardpoint could cause errors.
all of the hardpoints the effects attach to are specified in the fuse, so a fuse trying to start an effect or destroy an attachment on a non-existant hardpoint could cause errors.
29 posts
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