Important Message

You are browsing the archived Lancers Reactor forums. You cannot register or login.
The content may be outdated and links may not be functional.


To get the latest in Freelancer news, mods, modding and downloads, go to
The-Starport

Wings don''t fall off

This is where you can ask for help and post your knowledge on error messages from using the various tools that describe error messages in MODs such as DataStorm the Freelancer MOD Scanner the server console and FLSpit.

Post Fri Dec 30, 2005 5:17 am

Wings don''t fall off

Right. I have created a new ship with four components. The root, one wing on each side and a gun mount at the front, all of which are supposed to be destructable.

I have exported my ship with CMPExporter v0.3 and created these four components, plus one glass group. Then, I created the Simple and CollisionGroup entries in shiparch.ini. I then went in-game and tried to get my wings blasted off. But after a dogfight without shield against the police and several collisions with a trade lane ring, everything was still there. Only the main hull got damaged, while the wings were intact, but they should have been blasted off, as they only have one hitpoint (for testing).

The CollisionGroup entry goes like this (low hitpoint count for testing only):
<pre><font size=1 face=Courier>[CollisionGroup
obj = ce_rightwing_lod1
separable = true
parent_impulse = 240.000000
child_impulse = 7.000000
debris_type = debris_small_ship
dmg_hp = DpStar_Wing
dmg_obj = ce_right_wing_dmg
separation_explosion = explosion_small_ship_breakoff
mass = 5.000000
type = Starboard_Wing
hit_pts = 1
root_health_proxy = true </font></pre>

And the according Simple entry looks like this:
<pre><font size=1 face=Courier>[Simple
nickname = ce_right_wing_dmg
DA_archetype = ships\liberty\li_elite\ca_elite_dmg_rightwing.3db
material_library = ships\liberty\ca_playerships.mat
mass = 5.000000
LODranges = 0, 1300 </font></pre>

Edited by - Manhattan_Guy on 12/30/2005 5:21:11 AM

Edited by - Manhattan_Guy on 12/30/2005 5:25:22 AM

Post Fri Dec 30, 2005 8:24 am

I've got a feeling that this is a sur file problem, destrustable parts only work if the sur that your using covers the parts so damage can be detected.

**shuffles of with a new headache**

Post Fri Dec 30, 2005 8:59 am

I was having the same idea a while ago. God, I'd love to have this SUR exporter.

Post Sat Jan 07, 2006 12:21 pm

raise the hitpoints a little,1 hitpoint doesn't behave correctly - also from my experience playing with this stuff i believe your subcomponent needs to be named the same as the SURs subcomponents - it would be nice to have that exporter yes indeed

Post Sun Jan 08, 2006 6:49 am

Hmm. Up to now, there are no SUR files for the models of the destoryed parts, because way I understand it, those models are placed at the ship only if the related part of the ship's CMP says this destructible component's hitpoints reach zero. So the SUR file would, like the 3db file, only be needed if the component is already destroyed and not before that.

I will, however, try the hitpoint thing out. However, I think I once tested destroctible components at another ship and used one hitpoint there as well.

Post Tue Jan 10, 2006 3:45 am

Okay, I checked this with the old "blast your own wings off with a mine" trick. Turns out the components do get destroyed, but not by normal gunfire, just mines and missiles. This leads me to the conclusion that it's definitely the SUR file.

Thanks for the support.

Return to Mod Errors Board