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Balancing capship blow-offables

The general place to discuss MOD''ing Freelancer!

Post Thu Oct 18, 2007 9:05 am

Balancing capship blow-offables

now that ive got them working, i wanted to know what most of you put for your cap-ship blow offables. ive taken a colgrp from the rheinland cruiser.

[CollisionGroup
obj = Rh_front_lod1
separable <<< what does this mean? are some not seperable?
parent_impulse = 10.0 <<< what is this
child_impulse = 5000.0 <<< and this
debris_type = cap_ship_piece2 <<< how do you know what the piece looks like?
fuse = rh_cruiser_body_fuse, 0.0, 1
fuse = rh_cruiser_burning_fuse01, 0.0, 10825
group_dmg_hp = DpFront
group_dmg_obj = rh_cruiser_dmg_front_cap
mass = 500.0
hit_pts = 43300 <<< what is a fair amount of hit points?
root_health_proxy = true <<< does this mean that it will die it this gets blown off?

also what if the "cruiser front" ? someone just help me out a bit here.

Post Thu Oct 18, 2007 11:12 am

First I don’t know what the impulse lines are for, plenty of entries have them but I just leave them alone. Ditto with the separable line, sorry. I’ve never looked at the debris type but cap_ship_piece2 might be linked to a .cmp in one of the files, just open everything but shiparch.ini up and do a text search I guess (or go in game and blow of the piece, that works too). My approach to these values is they work don’t break them.

The ones I do edit are:
fuse = rh_cruiser_body_fuse, 0.0, 1
fuse = rh_cruiser_burning_fuse01, 0.0, 10825
...
hit_pts = 43300
root_health_proxy = true


root_health_proxy determines if damage to this component is transferred to the root, which is the component your health bar is linked to. By default most components do transfer their damage over. An interesting side effect is that an explosion that hits multiple components will have its damage multiplied on the root.

root_health_proxy will not cause the ship to be destroyed when the component is. What causes the entire ship to be destroyed when the component is destroyed is the rh_cruiser_body_fuse, 0.0, 1. This is the ship’s death fuse and it triggers when the component reaches 1 hit_point.

An important thing to keep in mind is that not all components should be detachable. For instance, the nose of the li_dreadnough leaves a hole in the ship if it is blown off, while the front (just behind the nose) leaves a proper damaged section in its place.


That’s what the values mean now for how I tend to balance them.

The simplest approach I know if players are going to be flying the ship is to leave root_health_proxy = true and increase the hit_points of all components to several times the value of the root. That way you prevent surprise deaths where damaged components the pilot can’t see trigger the death fuse and at the same time you avoid unsightly holes in the ship.

However, I like destructible components so I will usually test each ship to find out just what components can be destroyed. I’ll set root_health_proxy = false for most components and divide up the ship’s total hit_points based on the size of the various main components. Minor components like the bridge and wings tend to get extra hit_points not accounted for in the ship’s total. The downside is that means there are components that trigger the death fuse, leading to surprise deaths.


For example if I made a ku_gunboat with 50 000 hit_points the basic split would be about 30 000 (60%) for the bow and 20 000 (40%) for the root (this is just an example so just ignore any major components I forget). This is because the front will trigger the death fuse as it would leave a hole if destroyed, and I want to front to be heavily armoured. With this model the fins and bridge provide some protection to the root and they along with the engines would get a few thousand hit_points each.

But with this ship because of its structure I might chose to make it a little more vulnerable in some areas by leaving root_health_proxy = true for the bow and the engines, increasing the root hit_points by 20 000 or so to compensate. This way missile hits on the armoured bow would do minimal damage, a lucky hit amidships might do double, and a hit on the venerable stern could reasonably do triple damage although the fins will provide protection initially.


For another example a li_deadnough with 300 000 hit_points would get a more even spread: 75 000 (25%) for the nose, 70 000 (23%) for the front, 75 000 (25%) for the root, and 80 000 (27%) for the stern. The bridge, front fins, and panels around the engine core would get maybe 7 000 - 10 000 each. In this case keeping with this being a heavily armoured ship I'd set root_health_proxy = false for all components, and only the stern and the engine core would trigger the death fuse (since the dreadnought’s nose causes a hole a fuse can be created for it that will destroy the front component behind it, eliminating the nasty hole without destroying the ship).

Thus I have a ship that can take a pounding from just about any angle and keep fighting. Even losing its entire bow section won’t destroy it; it will take out a number of its guns though.



Edited by - YongeDevil on 10/18/2007 12:18:36 PM

Edited by - YongeDevil on 10/18/2007 12:20:31 PM

Edited by - YongeDevil on 10/18/2007 12:23:32 PM

Post Thu Oct 18, 2007 12:32 pm

separable = can it separate. pretty obvious

this is true for parts that fly off, false for parts that are simply replaced with damage caps.

impulse = speed of break away, if separable = false then ignore it

debris types define the lifetime of debris, rotation, etc

Edited by - Cold_Void on 10/18/2007 1:35:49 PM

Post Sat Oct 20, 2007 7:40 am

thats a really cool soultion, about the way the ship dosent die when big parts come off, would you mind shareing some of the code with me? as this is really what i had in mind. (if the ship dies when a piece comes off, whats the point of having blow offables anyway?) also, ive noticed that some mods have it so when a li_dread dies it is propelled forwards with pieces of the engine coming off as it goes along and slowely all of the pieces come off in a long trail and it looks cool. i was planning for this to happen ONLY if the engine core was destroyed. (because the real maker of this mod made a pretty cool death fuse for is the ship died from loosing the root health, so i would want to keep that too) how hard is it to make this fuse, or is it already somewhere in vanilla FL?

and one more thing, you said

"rh_cruiser_body_fuse, 0.0, 1" is the thing that kills the ship when it gets blown off, how would i disable this?

Edited by - sona1111 on 10/20/2007 8:41:12 AM

Edited by - sona1111 on 10/20/2007 8:42:28 AM

Post Sat Oct 20, 2007 3:07 pm

Most of the code is in the fuse files so you’ll want to open those up and take a look. The files are fairly intuitive but I’ll try to give a brief explanation as I go here. I’ll use the dreadnought example since it is a little more involved but is based on existing fuses.
My goal here is to make a fuse that will destroy only the bow of the ship when one of the two forward components is destroyed.

In shiparch.ini under li_dreadnought
<pre><font size=1 face=Courier>[CollisionGroup
obj = Li_nose_lod1 << nose
...
fuse = l_dreadnought_fuse, 0.000000, 1 << original death fuse, delete this line
fuse = l_dreadnought_break_head_fuse, 0.000000, 1 << added fuse (fuse time=0, triggered at 1 hit point)

root_health_proxy = false << changed from true
...
[CollisionGroup
obj = Li_frnt_lod1 << front, just behind the nose
...
fuse = l_dreadnought_fuse, 0.250000, 1 << original death fuse, delete this line
fuse = l_dreadnought_break_head_fuse, 0.000000, 1 << added fuse (fuse time=0, triggered at 1 hit point)

root_health_proxy = false << changed from true</font></pre>

So that changes the death fuse for the break head fuse, which is actually an existing fuse that suits my needs here. You can add and remove fuses as you like from each component.

The fuses for the dreadnought are defined in fuse_li_dreadnought. This is where it gets fun. If you’re not familiar with fuse files, they are structured with fuse entries followed by various other entries attached to that fuse. In this case l_dreadnought_break_head_fuse has a three types of entries under it.
<pre><font size=1 face=Courier>[ignite_fuse – starts another fuse
[start_effect – explosions, smoke, fire, and the like
[destroy_group – destroys components</font></pre>
In short, it triggers fuses to destroy the skids, adds some eye candy, and then destroys the nose and front components. The important part here is the destroy group entries, here is one of them.
<pre><font size=1 face=Courier>[destroy_group
at_t = 0.990000 << time since fuse was started
group_name = Li_frnt_lod1 << name of component to destroy
fate = disappear << debris or disappear</font></pre>

Everything in that fuse is as I want it, but the two skid fuses it ignites are a problem. Taking a look at the port one it should be fairly clear why.
<pre><font size=1 face=Courier>[fuse
name = l_dreadnought_port_skid_fuse
lifetime = 0.100000
death_fuse = true << Clearly not wanted, change to false
...
[ignite_fuse
at_t = 0.990000
fuse = l_dreadnought_fuse << The same death fuse removed from shiparch.ini, delete this ignite fuse entry
fuse_t = 0.000000</font></pre>

Once both skid fuses are changed so as to no longer trigger the ship’s death fuse everything is set and the bow can be destroyed without killing the ship. And as an added bonus so can the two front skids.



how hard is it to make this fuse, or is it already somewhere in vanilla FL?

I don’t know exactly how hard it would be to create the engine death fuse you’re describing, but I can’t imagine it would be too difficult. My very rough estimate would be maybe 5 hours to get it working. Of course if you can get permission to copy the code you’re looking at maybe 10 minutes, so you might want to ask the author of the mod you saw it in.


"rh_cruiser_body_fuse, 0.0, 1" is the thing that kills the ship when it gets blown off, how would i disable this?

Delete the line

Post Sat Oct 20, 2007 5:22 pm

whose mod is this you're working on if it's not yours you should already know most modders don't appreciate people redistributing their work without permission, so i won't remind you.

fuses are an art form and science - science to understand the relationship of components to each other and the caps, art to make it look natural and work smoothly everytime. you wouldn't steal art would you?

Post Sat Oct 20, 2007 7:29 pm

are you talking to me or him, as i an working on this mod because the maker of it just went to collage and dosent have much time to update, so the mod it now "open source" (not that you can steal from it) so anyone wanting to make a possible update may submit the files.

also, im just tring to learn how to make a fuse, as ive never done any of this before i dont know why that is such a crime.

*edit*
a few more questions about the li_dread:

-for the "bottom" blow offable, can you let it just blow off without death or will that cause a hole?
-for the engine, i did find the "blown forward" fuse as it was in freelancer defaultly, but should i assign it to the "engine", "reactor", or "reactor core"?
-made all thoes small panels arround the engine able to be blown off with only causing a little smoke, is that ok?
-for the "rear" blow offable, i was wanted to have it so it would not kill the ship if blown off, but insted detatch the rear and engines with low damage. is there any way to do this (because normally having the engine come off would trigger the "blown forward" death fuse. if you think about it, having it not blow up when the engine comes off that way would make sence)

anyway, thank you for all of your help man.

Edited by - sona1111 on 10/20/2007 9:56:23 PM

Post Sun Oct 21, 2007 10:12 am

Just to impart a tiny bit of info -

child_impulse is the amount of force applied to the part as it separates from the ship

parent_impulse is the amount of force applied to the ship when the part separates.



Roleplay: - the art of self-deceipt!

Post Sun Oct 21, 2007 10:21 am


child and parent work the same way - you won't be able to physically push the ship with one of these impulse properties, but there are other impulse commands inside fuses, and the ones in explosion arches -do- affect the ship

Post Sun Oct 21, 2007 10:54 am

wow man, thoes pictures are just what i need to make fuses!

did you get thoes fromsomewhere or make them urself?

Post Sun Oct 21, 2007 12:25 pm

i made em myself - fuses are, as i said...complicated. these three ships are also the most complex to fuse because of group-dmg parts that separate+cap on both ends of the break, vs just disappearing like most parts do. having a visual guide like this is incredibly helpful in the fuse making process, and besides that they are of some use to players who wish to know where their ships are most vulnerable and how to protect them better

np i believe you about the mod, i was just curious as we occasionally get questions about how to steal some MOD's features, and I stay out of such discussions because I resent people who are too lazy to even plagiarize for themselves; eg they need someone elses help to find code snippets they can reuse heh

speaking of 'open source' mods, i've been working on one for.... *cough* some time now. i'm hoping i can release it in a playable state before new years....but either way i am getting it off my HD this winter, dangit. fused capships, scaled planets w/ localized drag zones, lots of various exploits, my favorite feature; dynamic lighting effects, dynamic asteroid and debris fields, and some joke weapons i was working on for a slapstick-comedy mod (cow moosles, teddybear mine swarms, some strange stuff heh) as well as a 'tron' level w/ vehicles (dunno what i was thinking that week, larf)

P.S. giving capship' engines good descriptions or any IDS info is a no-no! if you lose your engine-hardpoint containing part (usually called nozzle or engine) checking your inventory will cause a player-side crash

Post Sun Oct 21, 2007 2:53 pm

thanks man, maby i can make some for the ku battleship, osirirs, and smaller capships myself. (but it looks hard lol, im no artist)

but about your 'ps." explain in more detail if possible, as i dont want this mod to have any crashes!

also, does anyone out there know how to make the turrets stay alive when they reach a certain hp, or a fuse starts? for example, in the mod i am workin on, the turrets cost a good sum of money, and if they are "killed" i want them to be jettisond into space for the cap ship piolet to tractor in, incase he/she happens to live thru the fight. also it a liberty dread skid thingy gets destroyed, i want the gun on it to be jettisoned. also, any guns that get destroyed should have some sort of way of not getting killed in the explosion.

you must understand that this is important because if someome lost a turret in this mod and lived the fight, they would just commit suicide, as they would have to spend money and travel far to get their turret back.

Edited by - sona1111 on 10/21/2007 6:04:38 PM

Post Sun Oct 21, 2007 6:43 pm

nobody solved the suicide problem yet, but it's not without disadvantages... eg if you use some RP rule system that says you go back to homebase after you die, you have to travel a long time and lose the strategic advantage, or if not RP' playing you still lose whatever you're carrying and whatever progress you were making on a journey. my way is i'm not charging credits for weapons and setting the repair-cost rates lower at shipyards or wherever you decide to put the capships bases. of course you *can* make suicide impossible for a capship if you know fuses well enough, but i've already said too much about this..it could be exploited but i don't know. actually all this stuff could be exploitable besides making weapons free, so *shrug* try to figure some things out urself

Edited by - Cold_Void on 10/21/2007 7:44:32 PM

Post Sun Oct 21, 2007 7:48 pm

i wasent asking for ideas, just the code to jettison a type of turret into space at a certain hp, and to make it invinceable for a short amount of time ;P

Post Mon Oct 22, 2007 11:43 am

*sigh*

i need more help, for some reason the parts dont work, heres the code in shiparch:

[Ship
ids_name = 237032
ids_info1 = 459846
ids_info2 = 459851
ids_info3 = 459851
ids_info = 459851
ship_class = 2
nickname = li_dreadnought
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Libb
mission_property = can_use_berths
type = FIGHTER
mass = 15000
hold_size = 250
linear_drag = 7680
fuse = l_dreadnought_fuse_player, 0.500000, 1
fuse = li_dreadnought_burning_fuse_player03, 0.000000, 17325
max_bank_angle = 1
camera_offset = 160, 700
camera_angular_acceleration = 0.05
camera_horizontal_turn_angle = 5
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 5
camera_turn_look_ahead_slerp_amount = 4
nanobot_limit = 0
shield_battery_limit = 0
hit_pts = 120000000
DA_archetype = ships\liberty\li_dreadnought\li_dreadnought.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\te_li_dreadnought.ini
explosion_arch = explosion_rh_battleship
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 9000000000000, 9000000000000, 9000000000000
angular_drag = 60000000000000, 60000000000000, 60000000000000
rotation_inertia = 9600000000000, 9600000000000, 9600000000000
nudge_force = 1
strafe_force = 0
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpDockMountA
HP_bay_external = HpDockPointA02
num_exhaust_nozzles = 1
HP_tractor_source = HpDockMountA
hp_type = hp_turret_special_9, HpTurret_L1_01, HpTurret_L2_01, HpTurret_L3_01, HpTurret_L4_01, HpTurret_L4_02, HpTurret_L4_03, HpTurret_L4_04, HpTurret_L4_05, HpTurret_L4_06, HpTurret_L4_07, HpTurret_LM_01, HpTurret_LM_02, HpTurret_LT_01, HpTurret_LM_03, HpTurret_LM_04, HpTurret_LT_02

[CollisionGroup
obj = Leaf01_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small01, 0.000000, 1
hit_pts = 5000
root_health_proxy = true

[CollisionGroup
obj = Leaf02_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 300.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small02, 0.000000, 1
hit_pts = 5000
root_health_proxy = true

[CollisionGroup
obj = Leaf03_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small03, 0.000000, 1
hit_pts = 5000
root_health_proxy = true

[CollisionGroup
obj = Leaf04_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small04, 0.000000, 1
hit_pts = 5000
root_health_proxy = true

[CollisionGroup
obj = Leaf05_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 600.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small05, 0.000000, 1
hit_pts = 5000
root_health_proxy = true

[CollisionGroup
obj = Leaf06_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small06, 0.000000, 1
hit_pts = 5000
root_health_proxy = true

[CollisionGroup
obj = Leaf07_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small07, 0.000000, 1
hit_pts = 5000
root_health_proxy = true

[CollisionGroup
obj = Leaf08_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 500.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small08, 0.000000, 1
hit_pts = 5000
root_health_proxy = true

[CollisionGroup
obj = Li_bottom_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = li_dreadnought_burning_fuse_player03, 0.0, 17325
dmg_obj = li_dread_bottom_cap
dmg_hp = DpBottom
hit_pts = 20000
root_health_proxy = false

[CollisionGroup
obj = Li_cntrltwr_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
dmg_obj = li_dread_tower_cap
dmg_hp = DpCntrltwr
hit_pts = 15000
root_health_proxy =false

[CollisionGroup
obj = Li_rear_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = li_dreadnought_burning_fuse_player04, 0.0, 17325
dmg_obj = li_dread_rearsection_cap
dmg_hp = DpRearsection
hit_pts = 700000
root_health_proxy = false

[CollisionGroup
obj = Li_nose_lod1
separable
parent_impulse = 60.0
child_impulse = 2000.0
debris_type = cap_ship_piece2
mass = 50.0
fuse = l_dreadnought_break_head_fuse_player, 0.000000, 1
fuse = li_dreadnought_burning_fuse_player01, 0.0, 17325
group_dmg_hp = DpFrnt
group_dmg_obj = li_dread_front_cap
hit_pts = 50000
root_health_proxy = false

[CollisionGroup
obj = Li_frnt_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = l_dreadnought_break_head_fuse_player, 0.000000, 1
fuse = li_dreadnought_burning_fuse_player02, 0.0, 17325
dmg_obj = li_dread_midsection_cap
dmg_hp = DpMidsection
hit_pts = 100000
root_health_proxy = false

[CollisionGroup
obj = Li_port_skid_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = l_dreadnought_port_skid_fuse_player, 0.0, 1
dmg_obj = li_dread_port_skid_cap
dmg_hp = DpPortskid
hit_pts = 8000
root_health_proxy = false

[CollisionGroup
obj = Li_starboard_skid_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = l_dreadnought_star_skid_fuse_player, 0.0, 1
dmg_obj = li_dread_starboard_skid_cap
dmg_hp = DpStarboardskid
hit_pts = 8000
root_health_proxy = false

[CollisionGroup
obj = Li_reactor_core_lod1
separable
parent_impulse = 60.0
child_impulse = 500.0
debris_type = cap_ship_piece2
mass = 20.0
fuse = l_dreadnought_engine_fuse_player, 7.000000, 1
hit_pts = 4000
root_health_proxy = false

[CollisionGroup
obj = Li_reactor_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = l_dreadnought_engine_fuse_player, 7.000000, 1
hit_pts = 75000
root_health_proxy = true

[CollisionGroup
obj = Li_engine_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = l_dreadnought_engine_fuse_player, 7.000000, 1
dmg_obj = li_dread_engine_cap
dmg_hp = DpEngine
hit_pts = 75000
root_health_proxy = false

[Simple
nickname = li_dread_bottom_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_bottom.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000

[Simple
nickname = li_dread_tower_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_cntrltwr.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000

[Simple
nickname = li_dread_engine_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_engine.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000

[Simple
nickname = li_dread_front_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_front.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000

[Simple
nickname = li_dread_midsection_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_midsection.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000

[Simple
nickname = li_dread_port_skid_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_port_skid.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000

[Simple
nickname = li_dread_rearsection_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_rearsection.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000

[Simple
nickname = li_dread_starboard_skid_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_starboard_skid.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000

------------------------------------------

and heres the code in fuse file "fuse_li_dreadnought_player":

[fuse
name = l_dreadnought_fuse_player
lifetime = 15
death_fuse = true

[ignite_fuse
at_t = 0.200000
fuse = l_dreadnought_break_head_fuse_player
fuse_t = 0.000000

[ignite_fuse
at_t = 0.500000
fuse = l_dreadnought_root_death_fuse_player
fuse_t = 0.000000

[ignite_fuse
at_t = 0.600000
fuse = l_dreadnought_engine_fuse_player
fuse_t = 0.000000

[ignite_fuse
at_t = 0.990000
fuse = l_dreadnought_engine_fuse_player
fuse_t = 0.000000

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight16
at_t = 0.050000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_sectional04
hardpoint = HpEngine01
at_t = 0.050000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpFrnt
at_t = 0.100000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_large04
hardpoint = HpEngine01
at_t = 0.100000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight18
at_t = 0.150000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight23
at_t = 0.200000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight21
at_t = 0.250000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = HpEngine01
at_t = 0.250000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight26
at_t = 0.300000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight25
at_t = 0.350000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight28
at_t = 0.400000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_flash01
hardpoint = HpEngine01
at_t = 0.400000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight14
at_t = 0.450000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_large03
hardpoint = HpEngine01
at_t = 0.450000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight32
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight13
at_t = 0.550000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_sectional02
hardpoint = HpEngine01
at_t = 0.550000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight30
at_t = 0.600000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight04
at_t = 0.650000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight01
at_t = 0.700000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_large04
hardpoint = HpEngine01
at_t = 0.700000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight05
at_t = 0.750000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_sectional04
hardpoint = HpRunningLight05
at_t = 0.750000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight32
at_t = 0.800000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpFX02
at_t = 0.850000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_flash01
hardpoint = HpFX02
at_t = 0.850000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpEngine
at_t = 0.900000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpEngine01
at_t = 0.950000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_sectional02
hardpoint = HpEngine01
at_t = 0.950000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[fuse
name = l_dreadnought_break_head_fuse_player
lifetime = 3

[ignite_fuse
at_t = 0.100000
fuse = l_dreadnought_port_skid_fuse_player
fuse_t = 0.000000

[ignite_fuse
at_t = 0.700000
fuse = l_dreadnought_star_skid_fuse_player
fuse_t = 0.000000

[start_effect
effect = explosion_sfx_csx_large05
hardpoint = DpMidsection
at_t = 0.990000
pos_offset = 0, 0, 70
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpbig
hardpoint = DpMidsection
at_t = 0.700000
pos_offset = -10, 30, 70
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpbig
hardpoint = DpMidsection
at_t = 0.990000
pos_offset = -30, 20, 70
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_sectional04
hardpoint = DpMidsection
at_t = 0.990000
pos_offset = 0, 0, 70
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpbig
hardpoint = DpStarboardskid
at_t = 0.990000
pos_offset = 30, -20, 70
ori_offset = 0, 0, 0
attached = true

[destroy_group
at_t = 0.990000
group_name = Li_frnt_lod1
fate = debris

[destroy_group
at_t = 0.990000
group_name = Li_nose_lod1
fate = debris

[fuse
name = l_dreadnought_root_death_fuse_player
lifetime = 15

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpRearsection
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpMidsection
at_t = 0.600000
pos_offset = 30, 20, 20
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpMidsection
at_t = 0.620000
pos_offset = -40, 0, 0
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = explosion_sfx_csx_monster01
hardpoint = DpRearsection
at_t = 0.660000
pos_offset = -40, 0, 20
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpMidsection
at_t = 0.680000
pos_offset = 40, 0, 10
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpMidsection
at_t = 0.710000
pos_offset = 0, 30, 0
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpRearsection
at_t = 0.730000
pos_offset = 0, 0, -20
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpRearsection
at_t = 0.760000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpMidsection
at_t = 0.790000
pos_offset = 0, 20, 10
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpRearsection
at_t = 0.800000
pos_offset = 0, 0, 10
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpMidsection
at_t = 0.840000
pos_offset = -30, 0, 20
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpMidsection
at_t = 0.880000
pos_offset = 0, 40, 10
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpRearsection
at_t = 0.900000
pos_offset = 30, -20, 0
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpMidsection
at_t = 0.940000
pos_offset = 10, 40, 20
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpRearsection
at_t = 0.950000
pos_offset = 0, 10, -20
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = explosion_sfx_csx_large04
hardpoint = DpRearsection
at_t = 0.970000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpMidsection
at_t = 0.970000
pos_offset = 0, 0, 20
ori_offset = 0, 0, 0
attached = false

[start_effect

[start_effect
effect = gf_explosion_li_battleship_mainexpbig
hardpoint = DpMidsection
at_t = 0.970000
pos_offset = 0, 50, 45
ori_offset = 0, 0, 0
attached = false

[start_effect

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpRearsection
at_t = 0.970000
pos_offset = 50, 50, 30
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpMidsection
at_t = 0.970000
pos_offset = -50, 50, 30
ori_offset = 0, 0, 0
attached = false

[start_effect

[start_effect
effect = explosion_sfx_csx_sectional02
hardpoint = DpRearsection
at_t = 0.990000
pos_offset = 0, 0, 20
ori_offset = 0, 0, 0
attached = true

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris

[start_cam_particles
effect = gf_whiteflash
at_t = 0.95
pos_offset = 0, 0, -20
ori_offset = 0, 0, 0

[dump_cargo
at_t = 0.000000
origin_hardpoint = HpMount

[dump_cargo
at_t = 1.000000
origin_hardpoint = HpMount

[destroy_root
at_t = 1.000000

[fuse
name = l_dreadnought_port_skid_fuse_player
lifetime = 0.100000
death_fuse = false

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight07
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight09
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false

[start_effect
effect = explosion_sfx_csx_sectional03
hardpoint = DpPortskid
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false

[fuse
name = l_dreadnought_star_skid_fuse_player
lifetime = 0.100000
death_fuse = false

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight12
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight11
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_sectional01
hardpoint = DpStarboardskid
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[fuse
name = l_dreadnought_engine_fuse_player
lifetime = 7

[impulse
at_t = 0.050000
hardpoint = HpFX02
pos_offset = 0, 0, 0
radius = 45
force = 200000
damage = 0

[start_effect
effect = gf_explosion_li_battleship_damagefire
hardpoint = HpEngine01
at_t = 0.050000
pos_offset = 0, 0, -70
ori_offset = 0, 0, -30
attached = true

[start_effect
effect = explosion_sfx_csx_sectional01
hardpoint = HpEngine01
at_t = 0.050000
pos_offset = 0, 0, -70
ori_offset = 0, 0, 0
attached = true

[impulse
at_t = 0.110000
hardpoint = HpFX02
pos_offset = 0, 0, 0
radius = 45
force = 150000
damage = 0

[start_effect
effect = gf_explosion_li_battleship_damagefire
hardpoint = HpEngine01
at_t = 0.110000
pos_offset = 0, 0, -70
ori_offset = 0, 0, 105
attached = true

[start_effect
effect = explosion_sfx_csx_sectional03
hardpoint = HpEngine01
at_t = 0.110000
pos_offset = 0, 0, -70
ori_offset = 0, 0, 0
attached = true

[impulse
at_t = 0.210000
hardpoint = HpFX02
pos_offset = 0, 0, 0
radius = 45
force = 250000
damage = 0

[start_effect
effect = gf_explosion_li_battleship_damagefire
hardpoint = HpEngine01
at_t = 0.210000
pos_offset = 0, 0, -70
ori_offset = 0, 0, -120
attached = true

[start_effect
effect = gf_explosion_li_battleship_damagefire
hardpoint = HpEngine01
at_t = 0.210000
pos_offset = 0, 0, -70
ori_offset = 0, 0, -165
attached = true

[start_effect
effect = explosion_sfx_csx_sectional02
hardpoint = HpEngine01
at_t = 0.210000
pos_offset = 0, 0, -70
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = HpFX02
at_t = 0.350000
pos_offset = 10, 30, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpFX02
at_t = 0.350000
pos_offset = 10, 30, 0
ori_offset = 0, 0, 0

[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = HpFX02
at_t = 0.400000
pos_offset = -30, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpFX02
at_t = 0.400000
pos_offset = -30, 0, 0
ori_offset = 0, 0, 0

[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = HpFX02
at_t = 0.500000
pos_offset = 0, -30, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpFX02
at_t = 0.500000
pos_offset = 0, -30, 0
ori_offset = 0, 0, 0

[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = HpFX02
at_t = 0.700000
pos_offset = -20, 20, 0
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpFX02
at_t = 0.700000
pos_offset = -20, 20, 0
ori_offset = 0, 0, 0

[impulse
at_t = 0.910000
hardpoint = HpFX02
pos_offset = 0, 0, 0
radius = 45
force = 300000
damage = 0

[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = DpRearsection
at_t = 0.900000
pos_offset = 0, 0, 20
ori_offset = 0, 0, 0
attached = true

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpFX02
at_t = 0.900000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0

[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpEngine01
at_t = 0.970000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0

[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = DpRearsection
at_t = 0.970000
pos_offset = 0, 0, 20
ori_offset = 0, 0, 0
attached = true

[fuse
name = li_dreadnought_burning_fuse_player01
lifetime = 5.000000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large02
hardpoint = HpMount
at_t = 0.000000

[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight18
hardpoint = HpRunningLight19

[fuse
name = li_dreadnought_burning_fuse_player02
lifetime = 5.000000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large03
hardpoint = HpMount
at_t = 0.000000

[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight07
hardpoint = HpRunningLight08
hardpoint = HpRunningLight09
hardpoint = HpRunningLight10
hardpoint = HpRunningLight11
hardpoint = HpRunningLight12
at_t = 0.000000
attached = true

[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight18
hardpoint = HpRunningLight19
hardpoint = HpRunningLight20
hardpoint = HpRunningLight21
hardpoint = HpRunningLight22
hardpoint = HpRunningLight23
hardpoint = HpRunningLight24
hardpoint = HpRunningLight25
hardpoint = HpRunningLight26
hardpoint = HpRunningLight27
at_t = 1.000000
attached = true

[fuse
name = li_dreadnought_burning_fuse_player03
lifetime = 5.000000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large04
hardpoint = HpMount
at_t = 0.000000

[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight28
hardpoint = HpRunningLight29
hardpoint = HpRunningLight30
hardpoint = HpRunningLight31
hardpoint = HpRunningLight32
hardpoint = HpRunningLight33
hardpoint = HpRunningLight34
at_t = 0.000000
attached = true

[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight28
hardpoint = HpRunningLight29
hardpoint = HpRunningLight30
hardpoint = HpRunningLight31
hardpoint = HpRunningLight32
hardpoint = HpRunningLight33
hardpoint = HpRunningLight34
at_t = 0.500000
attached = true

[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight28
hardpoint = HpRunningLight29
hardpoint = HpRunningLight30
hardpoint = HpRunningLight31
hardpoint = HpRunningLight32
hardpoint = HpRunningLight33
hardpoint = HpRunningLight34
at_t = 1.000000
attached = true

[fuse
name = li_dreadnought_burning_fuse_player04
lifetime = 5.000000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000

[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight01
hardpoint = HpRunningLight02
hardpoint = HpRunningLight03
hardpoint = HpRunningLight04
hardpoint = HpRunningLight05
hardpoint = HpRunningLight06
at_t = 0.000000
attached = true

[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight01
hardpoint = HpRunningLight02
hardpoint = HpRunningLight03
hardpoint = HpRunningLight04
hardpoint = HpRunningLight05
hardpoint = HpRunningLight06
at_t = 1.000000
attached = true

[fuse
name = li_dreadnought_burning_fuse_player_small01
lifetime = 5.000000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000

[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight01
at_t = 0.000000
attached = true

[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight06
at_t = 1.000000
attached = true

[fuse
name = li_dreadnought_burning_fuse_player_small02
lifetime = 5.000000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000

[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight12
at_t = 0.000000
attached = true

[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight32
at_t = 1.000000
attached = true

[fuse
name = li_dreadnought_burning_fuse_player_small03
lifetime = 5.000000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000

[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight02
at_t = 0.000000
attached = true

[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight11
at_t = 1.000000
attached = true

[fuse
name = li_dreadnought_burning_fuse_player_small04
lifetime = 5.000000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000

[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight09
at_t = 0.000000
attached = true

[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight25
at_t = 1.000000
attached = true

[fuse
name = li_dreadnought_burning_fuse_player_small05
lifetime = 5.000000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000

[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight33
at_t = 0.000000
attached = true

[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight19
at_t = 1.000000
attached = true

[fuse
name = li_dreadnought_burning_fuse_player_small06
lifetime = 5.000000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000

[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight17
at_t = 0.000000
attached = true

[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight30
at_t = 1.000000
attached = true

[fuse
name = li_dreadnought_burning_fuse_player_small07
lifetime = 5.000000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000

[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight24
at_t = 0.000000
attached = true

[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight25
at_t = 1.000000
attached = true

[fuse
name = li_dreadnought_burning_fuse_player_small08
lifetime = 5.000000
death_fuse = false

[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000

[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight28
at_t = 0.000000
attached = true

[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight03
at_t = 1.000000
attached = true

sorry for posting so much code, but heres what happens. I cant actullay see the picese in the switch to target view because im only playing the server with myself. i shot at battleship missuri to test it (while facing it head on, so all or most of the shots hit my ship at the nose) and for some reason, my health went down, even though i set its root health proxy to false! also it never broke, just eventullay killed me.

Note: it shouldent have that many hit points, or a price of "1" thoes were just for testing, also i suspect that the problem may be either that the fuse file has _player after it, or something in thoes "simple" entries, as i never touched thoes at all.

Edited by - sona1111 on 10/22/2007 12:47:51 PM

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