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Weird damage problem

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Post Fri Feb 03, 2006 9:34 am

Weird damage problem

For my mod, one of the weapons is an unguided bomb which has almost no muzzle velocity, so you have to go fast when launching it. But there's a problem with the damage, the weakest version is supposed to do only 2100 hull damage but when I tested it against some Titans, it took off half their hull when I hit them with it! I know explosions do more damage based on the projectile speed, but that is ridiculous! What's even stranger is that it didn't happen when I tested it against some nomads and an armored transport at manhattan, and I know the corsairs didn't have armor downgrades. Is there any way to fix this while keeping the explosion? (want to have a large blast radius on the bomb)

BTW here's the weapon code (For some reason I need the seeker entry or the bomb doesn't show up when I launch it and the game crashes when it explodes):

[Explosion
nickname = bomb_mark01_explosion
effect = ku_mine02_blast25
lifetime = 0.000000, 0.000000
process = disappear
strength = 0
radius = 125
hull_damage = 2100
energy_damage = 0
impulse = 0

[Munition
nickname = bomb_mark01_ammo
explosion_arch = bomb_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 1
hp_type = hp_torpedo
requires_ammo = true
hit_pts = 50
one_shot_sound = fire_mine_regular
detonation_dist = 30
lifetime = 12
force_gun_ori = false
DA_archetype = equipment\models\weapons\bomb.cmp
material_library = equipment\models\ge_equip.mat
const_effect = li_mine01
seeker = DUMB
time_to_lock = 0
seeker_range = 2640
seeker_fov_deg = 35
max_angular_velocity = 0
ids_name = 265163
ids_info = 266163
mass = 1
volume = 0.000000

[Gun
nickname = bomb_mark01
ids_name = 263163
ids_info = 264163
DA_archetype = equipment\models\weapons\ku_recognizer_launcher.cmp
material_library = equipment\models\ku_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_2
damage_per_fire = 0
power_usage = 0
refire_delay = 2
muzzle_velocity = 20
toughness = 12.100000
projectile_archetype = bomb_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100

Post Fri Feb 03, 2006 11:30 am

it's caused by explosion radius & root_health_proxy's -

original FL ships, when coded as it is in the INI's, have subgroups for damage and these(and this is only how i recall it being explained)transfer their own hitpoint's damage X "PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = " directly to core-hull hitpoints(the first hitpoints under a {Ship} section)

so,when the radius of the explosion enclosed the ship entirely(as a 125 meter radius explosion would for fighters)it did 2100 damage to _every_ subgroup, which will add up to enough to destroy the ship. i haven't actually had to adress this specific problem but if my understanding is correct that's why it happens

increasing the "lifetime =" numbers which apparently control hull and energy damage's lifetimes, may slow the rate damage happens at(i haven't confirmed this theory but i know it has been used to make one-hit kill shield dropping-hull busters, so its definitely worth a try )

more drastic solutions could be raising PLAYER_COLLISION_GROUP_HIT_PTS_SCALE = 3, or lowering the explosion damage, or reducing its radius, or increasing subgroup hitpoints in the shiparch, or removing root_health_proxy lines

heh = )

Edited by - Cold_Void on 2/3/2006 11:32:13 AM

Post Sat Feb 04, 2006 2:03 am

Well I lowered the blast radius to 45, and that works. The high blast radius wasn't hitting groups of fighters like it was supposed to anyway. Thanks for the help.

Edited by - Starman Omega on 2/4/2006 2:03:07 AM

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