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There are currently 76 users playing Freelancer on 85 servers.
May. 22, 2013

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Residual damage
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I have made a flame thrower weapon using the fine damage effect, it works reasonably well.

I have been able to make the fire stick to enemies and also make a good sfx while it does, so it appears as though the enemy ship is on fire and sounds like it too. the fire also fades after about 10 seconds which is nice.

my question is would i be able to make the fire that sticks to somebody do damage over time until it goes away?

Ive never seen that done before so i'm eager to know.

Posted on: 2012/2/7 23:39
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Re: Residual damage
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Depending on how you're making the fire stick to them, have you tried adding damage to the FX?

I can't get to my FL files to test that at the moment, just an idea.

Posted on: 2012/2/8 4:47
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Re: Residual damage
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This is not possible via conventional modding. My guess how you made it stick to the enemy (which I believe there is only one way to), is, that you added it as impact effect of the projectile, and since this is a reference to an effect and not a fuse, there is no way of adding damage to it. It might however be possible (meanwhile?) to add a damage or damage over time line to the effect archetype supported by some plugin or so...

Posted on: 2012/2/8 6:23
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Re: Residual damage
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For a flamethrower effect just try to set

munition_hit_effect = gf_ku_largeengine03



You can try other stuff giving an target attached
smoking cloud etc. etc.
Anyway it will not damage anything and the target
itself seems not to see, that it's 'burning'.

Posted on: 2012/2/8 7:22
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Re: Residual damage
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I imagine adoxa could whip something up; but is it possible to make a fuse trigger when a ship is hit with a certain projectile?

Posted on: 2012/2/8 11:09
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Re: Residual damage
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No, unfortunately not. The impact reference in the munition archetype refers only to effects. Maybe an even easier way would be to hack or plugin this reference to refer to fuses, too.

Posted on: 2012/2/8 14:17
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Re: Residual damage
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I dont think anyone had tried creating this type of immunition, you can try barrier with totally different effect something like rapid fire gun.

Posted on: 2012/4/24 8:25
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Re: Residual damage
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Rapid firing weapons, will eventually lag the server, which is why beam weapons haven't been done properly i do believe.

EDIT
I would also still be very interested in this.. if anyone knows a way to do it.

Posted on: 2012/4/24 12:59
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Re: Residual damage
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I think you're pretty safe with high re-fire rates these days as both servers and connections are quicker and of course player numbers are down.

TNG 2.7.6 for example has "beam" weapons which have an extremely high re-fire rate (1500 shots per min).

It also has swarmer missiles which had a fast re-fire, high turn rate and a relatively long lifetime.

The swarm missiles used to cause some lag back in the day (but that's mostly because a single player could launch something like 300+ per minute). But we never saw any troubles with the "beam" weps.

I wouldn't be too concerned about high refire rates.

Hope this helps.

Cheers,
Rik

Posted on: 2012/4/24 18:20
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Re: Residual damage
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No, you're not safe. If you're alone on the server, sure, but if you have more than 10 people around keep it down, it's better for everyone. Don't do the lazy approach because it "kinda works", that's a recipe for disaster.

Not all people have the chance of living 10km from the server.

Posted on: 2012/4/24 18:26
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Re: Residual damage
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Sorry, before I start this, I'm not wanting to upset anyone or cause any flaming...

FF can you clarify what you mean? What's a lazy approach?

I'm just trying to let Hidamari here know of my experiences with high refire rate weapons.

Sure I agree a high refire rate, long life-time and/or complicated FX may well be a cause of lag.

My experience is mostly taken from the Aurora TNG server which regularly had 30 people+ (most were based in Europe) and for the most part minimal lag time during battles where the Swarm missile were banned.

Now, what I take from from this, as multiple players were using the very high re-fire rate guns (which were simple beam FX) is that high re-fire rates, with simple FX and low munitions lifetime do not cause a problem with lag.

Now please correct me if I'm wrong but most of the occasions I experienced lag related were:
(a) network/internet work connectivity issues
(b) client computers slowing up because they couldn't render what was going on on screen and were therefore not communicating with the server effectively and when this happens on multiple clients, yes you have a massive problem.

A few years down the line, I'd like to think that, particularly with a DX8 engine, the majority of these client problems would no longer be a problem.

I would be very interested to hear your clarification/insight...

Cheers,
Rik

Posted on: 2012/4/25 15:57
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Re: Residual damage
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The lag caused by high refire has absolutely nothing to do with the rendering engine you're using. It's caused by all those projectiles you have to keep track of, which serve absolutely no purpose other than to imitate a beam weapon. It's basically the decision: do I want to have one beam weapon or five bolt weapons? That's the kind of ratio you're speaking of to keep the number of active projectiles equal.

It may very well be acceptable for a SINGLE weapon, but don't go designing an entire mod with it in mind, it's a recipe for disaster. I don't recommend using extremely high refire rates at all.

Either don't use beam weapons or find a clever way around it (there are many methods, all of which have their disadvantages unfortunately). Otherwise, all you'll manage to do is piss off a lot of players with the lag your mod will be causing.

Posted on: 2012/4/25 16:28
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Re: Residual damage
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Info gets sent in packets containing x amount of bits or whatever don't they, is it 16bit with FL? So I would imagine you're restricted by the way FL handles those packets anyway. Projectiles must account for a fair amount of info with all the geometry involved, plus the hits generated. It's impressive people have managed to support player levels of 100 plus in the game.

We may be a long way down the line from when the game was released, but all the same, multiplayer servers for most games are still not supporting a lot more players than they did back then. Exception is MMO's maybe, but that's a different type of game mechanic.

Posted on: 2012/4/25 17:28
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Re: Residual damage
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well a beam mod isnt really the answer to this, because the point I wanted to make, was I wanted to be able to make a weapon, that can do damage over time after it stops hitting the target.

in the case im trying to get across, is potent acid encapsulated within projectiles that explode on a ship and cause an erosion to occur. or in simple FL terms, a bullit that hits, and keeps doing damage for say 2 seconds after wards.

so, the impact might do very little, but the acid inside would make up for it with a slow degrade of the enemy ship.

impact = 5 damage
degrade effect = 10 dps for five seconds


having a beam weapon would not help this because yes it can allow very small amounts of damage to mount up very quickly, people would still have to consistantly hit to do damage.

Posted on: 2012/4/26 20:30
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