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There are currently 201 users playing Freelancer on
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possible explosion issues |
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Right now I am not finally sure, if there are other things involved
(due 2 RL issues I was a bit low on time to test this atm - sry 2 bug), so I d be glad for any info (especially if someone got that stuff working): issue #1 : Cause we got real hugh shields in our mod, I tried to add a higher ammount of energy_damage to the mines in ..\FX\explosions.ini like Quote: [explosion] This seemed to cause random server crashes. At least out commenting the energy_damage solved the problem. issue #2 : The 2nd issue seems to be the energy damage done by weapons / torpedo explosions. This was 1st proofed by a torpedo, which was wanted to do high hull_damage and only little energy damage like Quote: ... After removing the negative energy_damage setting, it worked ok. Right now it seems, that other torpedoes with [explosion] and positive energy_damage also crash the server randomly (maybe once a 50 or 100 torpedoes). After a few test I got the impression, the crash occurs mostly, when the target dies (sometimes + randomly). My other suspect was the fuses - but I d assume, those should cause a crash every time, they are running. And it is NOT the explosion FX. ![]() Any ideas (besides that a [explosion] can't have energy_damage? If it should be in anyway related to the radius of the explosion, please also give my your safe limits. ![]()
Posted on: 2012/11/23 14:30
Edited by F!R on 2012/11/23 14:35:45
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Re: possible explosion issues |
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2008/3/11 16:11 From Belarus, Minsk
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Quote:
Try check your fuses, especially collision_groups related, 'cos IF you have some random thingy in fuses the crash may happen not always - that's what came first to my mind.
Posted on: 2012/11/23 20:07
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Re: possible explosion issues |
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A few 1000 torpedoes later:
- It is not related to effects or fuses - It is not related to the 0x0C->0x00 in server.dll, 0x960C hack - It seems to be save, if there is no [energy_damage] - it might be related to the shield_link (ie missing shield_link) - it might be safe with smaller detonation_dist After all I had the impression, the server crash happens, just before the torpedo hits (what pointed to the detonation_dist imho)
Posted on: 2012/11/24 17:48
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Re: possible explosion issues |
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Some more torpedoes l8r:
It seems to be save, if the weapon explosions have no a) negative energy_damage b) weapon_type ![]() How about a plugin or a hack to make that possible and maybe also energy_damage @ the solar mines?
Posted on: 12/1 8:24
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Re: possible explosion issues |
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thats one thing ive noticed no ones done work on energy or shields so wee have no control on energy and limited on shields
full control on hull though eg pub: paceObj: rainShields <-- limited controlpub: paceObj: etRelativeHealth <-- full controlso not possible with a hook yet i did make a plugin ages ago that over rides wep damage and drops the shield or if you want just leaves the shield and destroys the hull that was just using the above setings
Posted on: 12/1 17:21
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Re: possible explosion issues |
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So is there a way to make hull damaged when the explosion delivers more damage than shield capacity??
Posted on: 12/1 18:21
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Re: possible explosion issues |
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you can buypass the shields alltoghther and directly damage the hull if thats what you mean
here the test plugin i made it was never released http://sourceforge.net/projects/kosac ... 2.0.0_Plugin.zip/download
Posted on: 12/1 19:22
Edited by kosacid on 2012/12/1 19:43:57
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Re: possible explosion issues |
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No. The idea is to override FL phenomena that the shield can absorb ANY amount of damage in one shot and the hull will not be damaged.
Posted on: 12/1 19:30
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Re: possible explosion issues |
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that woukd mean control of the shield what wee dont have yet
Posted on: 12/1 19:45
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Re: possible explosion issues |
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Quote:
This looks very promising, so it will allow a completely new series of weapons. ![]()
Posted on: 12/2 9:28
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Re: possible explosion issues |
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Fully functional Repair Turret at first
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Posted on: 12/3 11:06
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| Freelancer Servers List | Discovery of Discovery | Open Sirius | ||||
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Re: possible explosion issues |
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with a slight alter of the code you can use it to heal Helloween
Posted on: 12/3 13:12
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Re: possible explosion issues |
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Quote:
I've noticed at vanilla capital NPCs that rapid fire broke the hull faster than shield, but maybe by killing subtargets :/
Posted on: 12/3 16:37
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Re: possible explosion issues |
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Just can't stay away
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Talking about the fire here...
If a gun has a refire rate with a floating number(say, 0.333333333333333333333333333...), it will have some delay in refiring, about 10 percent. So you'll have to shoot 10 percent longer to kill your target. What is chaingun plugin BTW??
Posted on: 12/4 5:41
Edited by Vital on 2012/12/4 19:35:09
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Re: possible explosion issues |
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Home away from home
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Better a plugin, which will disable equipment parts for a certain percentage or/and certain time.
Like - reduce speed about 25% - disable thruster for 10 seconds - disable cloak / uncloak ship - reduce power output 10% for 10 seconds - ....
Posted on: 12/4 11:29
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