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May. 20, 2013

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Exploding loot and damage
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I want to create a troll wreck that drops cargo that explodes causing damage.

The cargo would have to drop in intervals rather than all at once so that a series of charges would drop the shield and then begin hull damage rather than all going off at once and damaging only the shield.

I was kind of thinking about dropping volatile gas clouds but figured I'd ask first to see if anyone knew if it could even be done.

Minefield mines could also be an option as they're at least an object, but they'd have to be added to the goods.ini file at the very least. And, they don't disappear after exploding.

huh... now wouldn't that be interesting... a ship that can drop a static minefield which stays in place until the next server restart...

Posted on: 2012/4/16 11:27
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Re: Exploding loot and damage
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I also had an idea just like this for my mod at some point, so i'd also be very interested in the result of anything to come from this.

Posted on: 2012/4/16 18:27
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Re: Exploding loot and damage
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The only thing I would suggest is making it a solar that has some custom gun/missile mounts or some such, re-named to look like loot. When they shoot the model to get the loot it goes hostile and shoots back with some big-hitters. If you make custom weapon entries for the weapons you could make them invisible if you want to increase confusion, and if you give the wreck a unique faction then it'll always be neutral prior to the player shooting it.
Best idea I can come up with that doesn't involve bucket loads of work.

Posted on: 2012/4/17 8:57
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Re: Exploding loot and damage
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OK, we have this working just fine now.
In tohoku we have a 'lootable' wreck, an Armored Transport floating in space. It has hit points of 39,600.

When 35000 hit points remain the specified Hps start sparking and smoking.
When 30000 hit points remain, those HPs start continuous flaming.
When 20500 hit points remain, the neutronstar effect goes off... This needs to be replaced as the effect is not what I want.
When 20001 hit points remain, a fuse goes off destroying any shields
When 20000 hit points remain, a second like fuse goes off destroying whatever's left.

the only thing I can't do right now is have a voice effect saying HaHA!! when it goes off. Just to rub a little salt in the wound so to speak.

We're considering giving the wreck a LOT of hit points and just repeating fuses so that the wreck will do it to all players that come by until the next server reset.

All I need now is a good pulse effect to replace the neutron star effect. Just prior to the player being destroyed I want a pulse wave to spread out from the wreck. Anyone aware of any existing effects like that?

Posted on: 2012/4/30 15:52
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Re: Exploding loot and damage
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Oh, and here's the code for any who are interested.

Code:
<data file="data\fx\fuse_suprise_solar.ini" method="append">
<source>
[fuse]
name = detonate_wreck_smoke
lifetime = 0.1

[start_effect]
effect = gf_rh_continuoussmoke
hardpoint = HpTurret01
at_t = 0
attached = true

[start_effect] 
effect = gf_continuous_sparks
hardpoint = HpTurret01
at_t = 0 
attached = true 

[start_effect]
effect = gf_rh_continuoussmoke
hardpoint = HpTurret06
at_t = 0
attached = true

[start_effect] 
effect = gf_continuous_sparks
hardpoint = HpTurret06
at_t = 0 
attached = true 

[start_effect]
effect = gf_rh_continuoussmoke
hardpoint = HpTurret07
at_t = 0
attached = true

[start_effect] 
effect = gf_continuous_sparks
hardpoint = HpTurret07
at_t = 0 
attached = true 

[start_effect]
effect = gf_rh_continuoussmoke
hardpoint = HpTurret08
at_t = 0
attached = true

[start_effect] 
effect = gf_continuous_sparks
hardpoint = HpTurret08
at_t = 0 
attached = true 

[start_effect]
effect = gf_rh_continuoussmoke
hardpoint = HpThruster01
at_t = 0
attached = true

[start_effect] 
effect = gf_continuous_sparks
hardpoint = HpThruster01
at_t = 0 
attached = true 

[start_effect]
effect = gf_rh_continuoussmoke
hardpoint = HpEngine01
at_t = 0
attached = true

[start_effect] 
effect = gf_continuous_sparks
hardpoint = HpEngine01
at_t = 0 
attached = true 

[start_effect]
effect = gf_rh_continuoussmoke
hardpoint = HpEngine02
at_t = 0
attached = true

[start_effect] 
effect = gf_continuous_sparks
hardpoint = HpEngine02
at_t = 0 
attached = true 

[fuse]
name = detonate_wreck_fire
lifetime = 0.1

[start_effect]
effect = gf_continuous_fire
hardpoint = HpTurret01
at_t = 0
attached = true

[start_effect]
effect = gf_continuous_fire
hardpoint = HpTurret06
at_t = 0
attached = true

[start_effect]
effect = gf_continuous_fire
hardpoint = HpTurret07
at_t = 0
attached = true

[start_effect]
effect = gf_continuous_fire
hardpoint = HpTurret08
at_t = 0
attached = true

[start_effect]
effect = gf_continuous_fire
hardpoint = HpThruster01
at_t = 0
attached = true

[start_effect]
effect = gf_continuous_fire
hardpoint = HpEngine01
at_t = 0
attached = true

[start_effect]
effect = gf_continuous_fire
hardpoint = HpEngine02
at_t = 0
attached = true

[fuse]
name = detonate_wreck_neutronblast
lifetime = 0.1

[start_effect]
effect = gf_neutronstar
hardpoint = HpTurret07
at_t = 0
attached = true

[fuse]
name = detonate_wreck_punch1
lifetime = 0.1

[start_effect]
effect = explosion_rh_freighter
hardpoint = HpMount
at_t = 0

[impulse]
at_t = 0.1
hardpoint = HpMount
pos_offset = 23, 13, 65
radius = 15000
force = 28000000
damage = 100000

[fuse]
name = detonate_wreck_punch2
lifetime = 0.5

[start_effect]
effect = gf_piratestationexplode#3
hardpoint = HpMount
at_t = 0

[impulse]
at_t = 0.5
hardpoint = HpMount
pos_offset = 23, 13, 65
radius = 15000
force = 28000000
damage = 100000
</source>
</data>

<data file="data\solar\solararch.ini" method="sectionreplace">
<section>
[Solar]
nickname = rm_Roid_Miner
</section>
<dest>
LODranges = 0, 500, 1300, 5000
ids_name = 329687
ids_info = 329687
type = MISSION_SATELLITE
DA_archetype = Ships\utility\mining\mining.cmp
material_library = ships\utility\utility_ships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
mass = 10000
solar_radius = 350
shape_name = NNM_SM_MINING
explosion_arch = explosion_asteroid_miner
destructible = true
hit_pts = 4800
fuse = miner_death_fuse, 0, 1
</dest>
<source>
ids_name = 329687
ids_info = 329687
type = MISSION_SATELLITE
DA_archetype = ships\utility\transport_armored\transport_armored.cmp
material_library = ships\utility\utility_misc.mat
LODranges = 0, 200, 300, 2000
surface_hit_effects = 0, small_hull_hit
mass = 100000
solar_radius = 800
shape_name = NAV_surpriseX
explosion_arch = explosion_li_elite
hit_pts = 36900
destructible = true
fuse = detonate_wreck_smoke, 0, 35000
fuse = detonate_wreck_fire, 0, 30000
fuse = detonate_wreck_neutronblast, 0, 20500
fuse = detonate_wreck_punch1, 0, 20001
fuse = detonate_wreck_punch2, 0, 20000
</source>
</data>

<data file="data\universe\systems\Ku07\Ku07.ini" method="append">
<source>
[Object]
nickname = Ku07_suprise_flu_troll
pos = -41971, 0, -41025
rotate = 150, 55, 0
Archetype = rm_Roid_Miner
visit = 16
ids_info = 66460
</source>
</data>

Posted on: 2012/4/30 15:53
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Re: Exploding loot and damage
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so this could be given an NPC ship with the same effect?

Posted on: 2012/5/1 0:33
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haven't tried it but I don't see why not. The problem is that the fuses are tied to the solararch in this case. For NPCs you'd have to tie it to the shiparch in the same way. Do you want ALL starfliers to behave the same way in this case? That's up to you of course.

Posted on: 2012/5/1 2:27
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i would want all of a certain type to behave like this, yes.. this is pretty awesome.

Posted on: 2012/5/1 14:31
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If you want all of a certain type to work this way then you don't need the solararch.ini changes. That was added just to provide a specific solar SUPRISE wreck.

Just add the fuse info to the fuse.ini file and then reference those fuses in the appropriate ship in the shiparch.ini file.

Posted on: 2012/5/3 2:49
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Re: Exploding loot and damage
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Well, I had hoped by repeating the fuses at consistently lower hit points I'd be able to have that wreck kill multiple players between server reboots but that isn't working. I wonder if it's because it's visit = 16...

When I return to the wreck after the initial blowup, the wreck will take hits all the way down to zero without further fuses going off.


Posted on: 2012/5/4 2:10

Edited by robocop on 2012/5/4 2:48:20
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Wasn't the visit = 16, changed it to visit = 0 and got the same result.

Anyone aware of a way to make a lootable wreck regen like station turrets and tradelanes do?

Posted on: 2012/5/4 2:47
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Don't pretend to know anything about these things, but I would imagine that your answer might lie with destructible universe hooks or hacks etc.

Why not make a small encounter zone which spawns this ship and loadout, no engine so it can't fly. Put a large delay on respawn.

Posted on: 2012/5/4 10:51
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Quote:

Timmy51m wrote:
Why not make a small encounter zone which spawns this ship and loadout, no engine so it can't fly. Put a large delay on respawn.


Wow, that' a good idea, thanks Timmy51m.

@robocop:


I remember that you have an about the nomad not using the CD post , but I can not find it, so to get back to you here.

Maybe you can change the weapon_equip.ini of:

auto_turret = true

for the nomad CD.

Its work on my mod, all of the npc can use CD as well.

Help that can be help.

Posted on: 2012/5/5 7:55
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Re: Exploding loot and damage
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I'll try your suggestion Timmy. What settings do you recommend to ensure that the ship is there whenever a player shows up? Also, how to ensure that the ship always carries the same name and infocard?

@JONG, I'll give your suggestion a shot as well JONG although I see none of the other CDs have that switch set and NPCs use those CDs just fine.

Posted on: 2012/5/6 4:46
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