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Poissiblity to make battleShips and Bases destroyable

The general place to discuss MOD''ing Freelancer!

Post Wed Mar 12, 2003 2:56 am

Poissiblity to make battleShips and Bases destroyable

if you guys go into the shiparch.ini file.....
you see to noticed that all ships have hit points so that meants they can be shot at and be destraoyed, and thoses "CollisionGroups" must animate the ship being blown up! just like the battleship mod! I'd tryed destroying it! it blows up pretty well!




This is a Ku_battleship i'm using it as an example. this is one of the battleships you dock with as a base! see noticed there is hit points on it????

root_health_proxy = true this line might indicate to make the ship destructable maybe ??? like turn it on and off like so??
this file also list all ships that are in the game all of them! piliable and non piloiable! if we can just compile a list of the of them all maybe make them so you can buy them!



[Ship
ids_name = 237025
ids_info = 66553
nickname = ku_battleship
LODranges = 0, 900, 1500, 2500, 20000
msg_id_prefix = gcs_refer_shiparch_Kusb
mission_property = can_use_large_moors
type = CAPITAL
DA_archetype = ships\kusari\ku_battleship\ku_battleship.cmp
material_library = ships\kusari\ku_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 100000.000000
hold_size = 1000000
hit_pts = 69300 <<<<<<<<<<<<<-------------------------------------------- Hit Points
explosion_arch = explosion_rh_battleship <<<<<<<-------explosions!
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 = 1501900032.000000, 1501900032.000000, 1501900032.000000
angular_drag = 13200000000.000000, 13200000000.000000, 13200000000.000000
rotation_inertia = 15000000512.000000, 15000000512.000000, 15000000512.000000
nudge_force = 3000000.000000
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
docking_sphere = berth, HpDockMountA, 2, Sc_open dock A
docking_camera = 0
fuse = ku_battleship_body_fuse, 0.500000, 1
fuse = ku_battleship_burning_fuse02, 0.500000, 17325
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4

[CollisionGroup
obj = ku_cntrltwr_lod1
parent_impulse = 10.000000
child_impulse = 10.000000
debris_type = debris_vanish
mass = 50.000000
separable = fuse = ku_battleship_body_fuse, 0.500000, 1
dmg_hp = DpCntrltwr
dmg_obj = ku_battleship_dmg_tower_cap
hit_pts = 69300
root_health_proxy = true

[CollisionGroup
obj = Ku_nose_lod1
parent_impulse = 10.000000
child_impulse = 5000.000000
debris_type = cap_ship_piece2
mass = 200.000000
separable = fuse = ku_battleship_body_fuse, 0.000000, 1
fuse = ku_battleship_burning_fuse01, 0.500000, 17325
group_dmg_obj = ku_battleship_dmg_nose_cap
group_dmg_hp = DpNose
hit_pts = 69300
root_health_proxy = true



Admin For Macross Saga Server.

Post Wed Mar 12, 2003 3:27 am

Right, but this battleship is a normal battleship meant for the AI use in the SP game. It is destroyable. If its the stationary ones you want to destroy its going to be setup as a station that you can dock with, they are found in the solararch.ini in the solar directory.

Post Wed Mar 12, 2003 5:24 am

Yea, the stuff in there has an insane amount of hp's too. So changing this would make the bases destroyeable??????

[Solar
nickname = space_port_dmg
ids_name = 60215
ids_info = 60216
type = STATION
DA_archetype = solar\dockable\space_port_dmg.cmp
material_library = solar\Solar_mat_space_dmg.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 2000, 12000
mass = 10000.000000
loadout = space_port_dmg
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 4.500000, Sc_open dock1
docking_sphere = berth, HpDockMountB, 4.500000, Sc_open dock2
docking_sphere = moor_medium, HpDockMountC, 5.000000
docking_sphere = moor_large, HpDockMountD, 5.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_depot
hit_pts = 999999961690316250000000000000000000.000000 <<<<<<<< LOOK!!!



Only the dead have seen the end of war.............Plato

Post Wed Mar 12, 2003 5:35 am

And one other thing. whats with all the planet earth stuff in here? is there actaully a planet earth somewhere? addable? or is it just a planet "type"?



Only the dead have seen the end of war.............Plato

Post Wed Mar 12, 2003 3:55 pm

Planet type... leftovers from some kind of animated intro... who knows... perhaps a jumpgate too earth or something to fight the coalition... noone knows

Post Wed Mar 12, 2003 8:08 pm

Well, I managed to make all these things destroyable but they don't explode and disappear, they just become unuseable.......hmmmmm....I WANT DESTRUCTION!!!!!!!!

Only the dead have seen the end of war.............Plato

Post Wed Mar 12, 2003 8:31 pm

Thats most likley since they dont have any destruction animation or somethin...

Post Wed Mar 12, 2003 8:52 pm

The "earth" stuff is from the original intro that was changed....maybe they decided earth being killed was too harsh or limited future expansion possibilities. The end of the old intro showed the five ships escape, then the Nomads nuked the sun in the Sol system (a massive shockwave animation then showed all the planets getting vaporized as it went by). If you look at the last seven CGI screens in the screenshot section, you can get some idea of how cool it looked.

http://www.lancersreactor.com/t/art/thu ... ?dir=flcgi

Post Wed Mar 12, 2003 8:52 pm

"hitpoints" is what you are looking for.
try adding the line "hitpoints = 9000"...

Post Wed Mar 12, 2003 10:37 pm

No, I got that in there. Exept mine are at 20000 :-)

Only the dead have seen the end of war.............Plato

Post Wed Mar 12, 2003 11:33 pm

@mateovaleo

I you want to see destruction ansd explosion, you must script that in. easy way is copy the script reference from a explosion in one of the missions then add that into that ships quirks. Look at how a pirate ship is scripted upon death and reference explosion. You must add them statements in, thus the Battleship will have an exposion animation. It is not there since normally it was not meant to be destroyed. Not that hard to do, use cut and paste them long lines.

Liberty cruiser get blown up in M6? animation ther...any Battleships? I am sure ther is one some where that got blown to hell.

If it is base_like they have explosion, Liberty Pirate base Rouges scripts show how it is done. M1b.ini

Edited by - Xerx on 12-03-2003 23:36:47

Post Thu Mar 13, 2003 12:06 am

Yes. A battleship is destroyed in M4, I do believe.

Post Thu Mar 13, 2003 12:47 am

Well..

Good thing is that I made a stationary base totally destructable.. with nice explosion and all. (Ruiz base to be specific).

Bad thing is that game crashed not long afterwards. (no surprsing really)
Also after explosion, the base still remained on the nav-map. Something tells me that these stationary bases aren't supposed to be de destroyed!



Edited by - XLancer on 13-03-2003 00:47:15

Post Thu Mar 13, 2003 3:05 am

damn.. yeah I'd pplayed around too.. my base got destroyed as well.


Admin For Macross Saga Server.

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