Tue Nov 08, 2005 5:28 pm by {GrimAxe}Achilles
To create burning ships for my MOD I added the following to solararch.ini
[Solar
nickname = l_dreadnought
type = STATION
DA_archetype = ships\liberty\li_dreadnought\li_dreadnought.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 600, 800, 1200, 2000, 3000, 6000, 20000
surface_hit_effects = 0, small_hull_hit
mass = 100000.000000
loadout = li_dreadnought
docking_sphere = berth, HpDockMountA, 10, Sc_open baydoor
docking_sphere = moor_medium, HpDockMountB, 5.000000
docking_sphere = moor_medium, HpDockMountC, 10.000000
docking_camera = 0
solar_radius = 400
shape_name = NAV_smallstation
fuse = li_battleship_burning_fuse05, 0.500000, 999999961690316250000000000000000001.000000 <---------
hit_pts = 999999961690316250000000000000000000.000000
I then created a new fuse in fuse_li_dreadnought.ini
[fuse
name = li_battleship_burning_fuse05
lifetime = 5.000000
death_fuse = false
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight01
hardpoint = HpRunninglight02
hardpoint = HpRunninglight09
at_t = 0.000000
attached = true
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunninglight07
hardpoint = HpRunninglight08
at_t = 0.000000
attached = true
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight04
hardpoint = HpRunningLight05
at_t = 0.000000
attached = true
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight03
hardpoint = HpRunninglight10
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_bigsmoke
hardpoint = DpStarboardengine01
hardpoint = DpPortengine02
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_bigsmoke
hardpoint = HpRunningLight01
hardpoint = HpRunninglight02
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_bigsmoke
hardpoint = HpRunninglight09
hardpoint = HpRunninglight07
hardpoint = HpRunninglight08
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_bigsmoke
hardpoint = HpRunningLight04
hardpoint = HpRunningLight05
hardpoint = HpRunningLight03
hardpoint = HpRunninglight10
at_t = 0.000000
attached = true
[start_effect
effect = gf_continuous_sparks
hardpoint = HpTurret_L1_01
hardpoint = HpTurret_L2_01
at_t = 0.000000
attached = true
[start_effect
effect = gf_continuous_sparks
hardpoint = HpTurret_L3_01
hardpoint = HpTurret_L4_01
at_t = 0.000000
attached = true
[start_effect
effect = gf_continuous_sparks
hardpoint = HpTurret_L4_02
hardpoint = HpTurret_L4_03
at_t = 0.000000
attached = true
[start_effect
effect = gf_continuous_sparks
hardpoint = HpTurret_L4_04
hardpoint = HpTurret_L4_05
at_t = 0.000000
attached = true
[start_effect
effect = gf_continuous_sparks
hardpoint = HpTurret_L4_06
hardpoint = HpTurret_L4_07
at_t = 0.000000
attached = true
Effect is randomaly attached to one of the listed hardpoints for each start_effect listed. You can go through the other fuse files and find what effect fits best what you want. Just make sure to make a new solararch entry for the ships you want to burn and not just edit the existing one or all of them start.