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Destructible bases in MP
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Continue of this.
Archived: here
Other topics:
Destructible bases and npc patrols

At this topic we write our researches and samples


Variants of destruction.

1. Total destruction: system, solararch
Unstable at server side, object respawn after server restart without Flak's 88 FLHook(?)

2. Partial destruction: system and solararch
Fully works at server side, object respawn controlled by hex hack, FLHook and after server restart.

Posted on: 2010/4/19 10:28
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Re: Destructible bases in MP
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I thought about your idea with the invisible jumpholes in space.
I would set them above every station so that it looks like a higher dockpoint.

But some questions remaining:
1) Some Npc patrols dock on stations. What will happen if they cant because the station is destroyed? CTD?
2) Wouldn't increase this the cpu cost dramatically? The cpu needs to know if the base is still there, if the base is destroyed, etc. So i think it would drain much power of my pc :/
3) How to respawn my base? If my server just restarts every 7 hours it would maybe too long when a important base is destroyed - so is it possible to set an "respawn" time?


Posted on: 2010/4/19 21:37
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Re: Destructible bases in MP
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3) Yes By Flak's 88 FLHook (respawn time, repair gun)
or hack:
Quote:
-- 60d in server.dll, 0x?????, 0x85530 = respawn time for any solar object to regain full health once destroyed ~w0dk4
(Topic with instructions)

2) Read this topic. 2 Core CPU 4Ghz with 4GB RAM must be enough.

1) By Flak's 88 FLHook - yes, base is red to everyone after destruction.
Without special hook - need research...

Posted on: 2010/4/21 6:21
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Re: Destructible bases in MP
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first of all there are no npc's where no player is meaning the cpu does not care about something you can't see/do not recieve.
also you can make some invisible and hitboxless base that has docking points and is stationed just inside the visual shape. the visual shape you make a child of the invisible part so you can destroy the base and make it disappear but certain starships still can dock with the base using the invisible part with its docking HPs.
ofc this workaround creates only a visual effect while the base remains. therefore neither issues appear nor hacks are needed.

Posted on: 2010/4/21 12:49
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Re: Destructible bases in MP
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About patrol crash:
Raise this value(and no crashes should happen):
Code:
25000000f in content.dll, 0x??????, 0x1195D4 = square of the distance from the end of the patrol_path to the object over which patrol_path NPCs won't dock with it (so far tested only with jumpgates; raising this may prevent PP crashes?)


Using FLHook I guess it's quite possible to prevent player undock from a destroyed base crash.

The problem: after an object that has destroy_root = true line in fuse code is destroyed, it will immediately reappear and will be invincible for the player who has just logged in or for you if you try to respawn.



Posted on: 2010/4/25 8:21
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Re: Destructible bases in MP
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Looks like completely works at the server-side
Details later

Posted on: 2010/5/6 16:25
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Re: Destructible bases in MP
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Yep, I've been using 88 Flak's FLHook for a while now on my dev server, and it's been running perfectly.

Posted on: 2010/5/6 16:56
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Re: Destructible bases in MP
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Works totally at the server side!
No client modding
Change code of your system ini file, for example st04.ini:

Code:

; Our total destructible base :)

[Object]
nickname = ST04_02
pos = -6560, 0, -2900
ids_name = 501054
ids_info = 501055
dock_with = ST04_02_Base
base = ST04_02_Base
rotate = 0, 90, 0
reputation = gd_z_grp
archetype = gas_miner_old ; unique archetype, or players may crash server from other systems
behavior = NOTHING
voice = atc_leg_m01
space_costume = br_brighton_head, pl_male1_peasant_body
difficulty_level = 19
loadout = gas_miner_old_co_01 ; loadout must be from unique archetype gas_miner_old or server will crash
pilot = pilot_solar_hardest

; This section must be after your Base section
; or player will spawn always at the planet

[Object] 
nickname = ST04_planet_1
ids_name = 501001
ids_info = 525186
spin = 0, 0.001000, 0
rotate = 0, 0, 0
pos = 11462, 0, 18763
archetype = planet_desored_1500
atmosphere_range = 1800
burn_color = 255, 222, 160
archetype = depot ; dockable arhectype
base = ST04_02_Base ; we will respawn from this planet after the base total destruction
dock_with = ST04_02_Base ; tells to the server the base is still dockable ;)
; You may destroy all bases in system, so simply add  oter bases in the list
; base = ST04_nX_base
; dock_with = ST04_nX_base
; base = ST04_nY_base
; dock_with = ST04_nY_base
; base = ST04_nZ_base
; dock_with = ST04_nZ_base
;.....
; base = ST04_nN_base
; dock_with = ST04_nN_base

Posted on: 2010/5/7 7:12
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Re: Destructible bases in MP
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Helloween, what about the fuses and station archetype?
Any chance for station to be respawned?

Shed some light on this, please.

Posted on: 2010/5/7 17:36
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Re: Destructible bases in MP
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Archetype must have cmp with dockable hardpoint.
Fuse must have death fuse and destroy root.
Respawn only after server restart :\ (with Flak FLHook - dunno)

Better to use unique archetype, for example gas_miner_old

In solararch.ini it looks like

Code:
nickname = gas_miner_old
... blahblahblah ...
docking_sphere = jump, HpDockMountC, 205.500000 ; for all types of ships
docking_sphere = jump, HpDockMountD, 205.500000 ; -//-
docking_sphere = jump, HpDockMountE, 205.500000 ; -//-
docking_sphere = jump, HpDockMountF, 205.500000 ; -//-
docking_sphere = jump, HpDockMountG, 205.000000 ; -//-
hit_pts = 3500000 ; it must be good for caps :)
fuse = fuse_docking_ring, 0.000000, 1 ; death fuse with destroy root
explosion_arch = explosion_docking_ring ; simple explosion


I have updated the code to the better version

Posted on: 2010/5/7 18:40
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Re: Destructible bases in MP
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And what about those players who logs in after base destruction?

Will the base be indestructible for them?

How did you manage to solve this problem?

Posted on: 2010/5/8 8:20
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Re: Destructible bases in MP
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Don't these bases stay destroyed, and get reconstructed when FLServer is restarted?

Posted on: 2010/5/8 8:52
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Re: Destructible bases in MP
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Well, the way FLHook does it, they make an exploding sound and blow out smoke out of the docking ports (making it undockable and indestructible). I think there's some sort of timer like 1 hour, but I'm not sure.

Posted on: 2010/5/8 9:25
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Re: Destructible bases in MP
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Quote:

Vital wrote:
And what about those players who logs in after base destruction?

Will the base be indestructible for them?

How did you manage to solve this problem?


Yep, indestructible red base not working for dock and undock and did not shoot - immediately obvious that it was dead.

For full mod need to programm client-server hook.

Quote:
Don't these bases stay destroyed, and get reconstructed when FLServer is restarted?


That is what I'm trying to Vital to say

Posted on: 2010/5/8 12:14
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Re: Destructible bases in MP
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Last server-side research:
- "docking_fixture" is better
- Flak's FLHook regenerates destroyed base earlier than server restart

Posted on: 2010/5/9 0:33
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