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There are currently 85 users playing Freelancer on 36 servers.
November. 17, 2017

Browsing this Thread:   1 Anonymous Users



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Quick question regarding destructible space objects
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2008/5/21 19:32
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I'm using the freeport7_space_dome in my mod and am having some small issues with the object being destructible. I don't have the test server atm so any changes I make result in downtime for the server so I can't just willy-nilly try throwing parts at the problem so I figured I'd ask y'all for your opinions.

The space dome is not destructible by player weapons but the NPCs seem to be able to destroy it quite handily. Any suggestions on how to stop it?

Here's the code:


[Solar]
nickname = freeport7_space_dome
ids_name = 60221
ids_info = 60222
type = STATION
DA_archetype = solar\misc\space_dome_dmg.cmp
material_library = solar\freeport7.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 19999, 20000
mass = 10000
solar_radius = 600
shape_name = NNM_SM_COMMUNICATIONS
destructible = false
hit_pts = 1e36

[CollisionGroup]
obj = tanks_lod1
separable <== should I delete this line?
child_impulse = 75
debris_type = debris_exploding_spacetank
mass = 50
destructible = false <== I added this but it doesn't seem to help
hit_pts = 1e36 <== I increased this which I think keeps the players from killing the object but the NPCs are still able to and that's with much weaker guns.

I made the same changes in the subsequent objects.


[CollisionGroup]
obj = dome01_lod1
separable
child_impulse = 1700
debris_type = FP7_debris_large_chunk
mass = 10
destructible = false
hit_pts = 1e36

[CollisionGroup]
obj = dome02_lod1
separable
child_impulse = 1700
debris_type = FP7_debris_large_chunk
mass = 10
destructible = false
hit_pts = 1e36

[CollisionGroup]
obj = glass01_lod1
separable
child_impulse = 1700
debris_type = FP7_debris_large_chunk
mass = 10
destructible = false
hit_pts = 1e36

[CollisionGroup]
obj = glass02_lod1
separable
child_impulse = 1700
debris_type = FP7_debris_large_chunk
mass = 10
destructible = false
hit_pts = 1e36

[CollisionGroup]
obj = glass03_lod1
separable
child_impulse = 1700
debris_type = FP7_debris_large_chunk
mass = 10
destructible = false
hit_pts = 1e36

Posted on: 2016/1/2 2:39
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: Quick question regarding destructible space objects
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Here's some follow-up. As it turns out, I can destroy the domes but when I F1 and come back in they're back and I can no longer destroy them. The turrets mounted on the domes don't regen however. I suspect this behavior can be repeated after every server reboot but I have to confirm.

Any suggestions on how to make these domes truly non-destructible?

Posted on: 2016/1/2 3:40
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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Re: Quick question regarding destructible space objects
Just popping in
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From St. Petersburg
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If mod is not used in a single freeport7_space_dome it is enough to result in such kind:

[Solar]
nickname = freeport7_space_dome
ids_name = 60221
ids_info = 60222
type = STATION
DA_archetype = solar\misc\space_dome_dmg.cmp
material_library = solar\freeport7.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 19999, 20000
mass = 10000
solar_radius = 600
shape_name = NNM_SM_COMMUNICATIONS
hit_pts = 999999961690316250000000000000000000.000000

CollisionGroup or to block or remove

Posted on: 2016/1/2 8:47
- Fl - Orion -
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Re: Quick question regarding destructible space objects
Home away from home
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If what you're saying is get rid of all the subgroups, that's what I did and it worked. Thanks much.
TSP to the rescue once again!

Posted on: 2016/1/3 15:02
Gun control is like fighting drunk driving by making it harder for sober people to buy a car...
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