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May. 7, 2021

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Persistent Destructible Universe
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Here's a plugin (hi Skotty!) that prevents the client from showing destroyed solars in MP (probably won't bother with SP). Persistently destroyed means it ain't coming back (for all players) until the server restarts. As usual, my testing has been minimal (a single wreck), so there may be problems with other objects.

Background: When the client revisits a system, a destroyed object reappears, but is indestructible - the hits are sent to the server, but because the server destroyed the object, no damage is sent back to the client. The plugin detects objects that have been destroyed and quietly destroys them again.

Posted on: 2010/11/2 16:19
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Re: Persistent Destructible Universe
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Thanks adoxa. I'm sure this plugin will help some other servers a lot

Posted on: 2010/11/2 16:35
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Re: Persistent Destructible Universe
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Don't bases in SP stay destroyed untill you load the game again? Atleast thats what I saw. Thanks adoxa for another great plugin! Do you even count how many you've made?

Posted on: 2010/11/2 17:53
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Re: Persistent Destructible Universe
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If you use multipart bases (battleships) and you destroy just a part of the ship without killing the whole base, the destroyed part will respawn with 0 hp.

Is it able to remove destructed bases from the Nav-Map? (change to visit = 12

Posted on: 2010/11/2 20:53
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Re: Persistent Destructible Universe
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Quote:

adoxa wrote:
Here's a plugin (hi Skotty!) that prevents the client from showing destroyed solars in MP (probably won't bother with SP). Persistently destroyed means it ain't coming back (for all players) until the server restarts. As usual, my testing has been minimal (a single wreck), so there may be problems with other objects.

Background: When the client revisits a system, a destroyed object reappears, but is indestructible - the hits are sent to the server, but because the server destroyed the object, no damage is sent back to the client. The plugin detects objects that have been destroyed and quietly destroys them again.


Oh! Intresting Adoxa!
This plugin checks object by archetype or by to some unique id?
Anothers way to prevent reapear destroyed object is cloak and hit_pts=0 we know, but ofcourse in ini's it requires unique loadout and archetype ;(

Posted on: 2010/11/3 6:33
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Re: Persistent Destructible Universe
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Refreshed 1.00 to remove destroyed objects from the Nav Map (but it won't work should you be using "visit = 1").

Objects are recognised by [Object] nickname (the hash thereof).

Posted on: 2010/11/3 6:55
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Re: Persistent Destructible Universe
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Very nice!

Any chance to keep destroyed solars offline past
a server restart (visit=13.5)?

Posted on: 2010/11/3 9:06
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Re: Persistent Destructible Universe
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Quote:

F!R wrote:
(visit=13.5)?

What?O_o

Posted on: 2010/11/3 14:39
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Re: Persistent Destructible Universe
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Quote:
F!R wrote:
Any chance to keep destroyed solars offline past a server restart

Not sure if this is a serious request or not... I should be able to note when an object is destroyed, write it to a file, then when the server restarts, it could read that file and prevent those objects being read from the system file. If timing was wanted, it would be restricted to a minimum time, since it would only work when the server restarts.

Quote:
(visit=13.5)?

As Helloween said...

Posted on: 2010/11/4 1:49
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Re: Persistent Destructible Universe
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Quote:

Skotty. wrote:
If you use multipart bases (battleships) and you destroy just a part of the ship without killing the whole base, the destroyed part will respawn with 0 hp.


This would make for an interesting RP server if multipart bases could be destroyed in stages and those changes were held persistently.

Quote:

adoxa wrote:
Quote:
F!R wrote:
Any chance to keep destroyed solars offline past a server restart

Not sure if this is a serious request or not... I should be able to note when an object is destroyed, write it to a file, then when the server restarts, it could read that file and prevent those objects being read from the system file. If timing was wanted, it would be restricted to a minimum time, since it would only work when the server restarts.


Another interesting RP idea: if all bases are destructible and then completely vanish from the system file (by exclusion on startup) as they are destroyed then you could have clan wars.

Posted on: 2010/11/4 1:59
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Re: Persistent Destructible Universe
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Quote:

adoxa wrote:
.... serious ...


The suggestion itself was.


I d really like to have the possibility, to keep - 4 example -
destructible bases off-line for a week or 2
and restore wrecks maybe once a week only
even past 7 reboots and 12 crashes.

Posted on: 2010/11/4 6:55
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Re: Persistent Destructible Universe
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rather than system file editing, which would prolly require the client to download the files, a proper solution would be indeed logging destructions. once the server administration just cleans the logs, all bases and wrecks are back where they long to be.

however this is only efficient for servers with either large universes where the players do fly everywhere (meaning the systems are balanced) or with small player counts.

Posted on: 2010/11/4 6:59
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Re: Persistent Destructible Universe
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I am asking myself what happens when you destroy a dockable base and the players who docked there will launch to space? Did anyone had such a behaviour already?

Posted on: 2010/11/4 11:34
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Re: Persistent Destructible Universe
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Quote:

Huor wrote:
I am asking myself what happens when you destroy a dockable base and the players who docked there will launch to space? Did anyone had such a behaviour already?


Thats what I ask myself too. Not just that but what happens at the moment a base is destroyed and the player is docked with it? Server crash?

Posted on: 2010/11/4 13:39
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Re: Persistent Destructible Universe
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why don't you try out: dock a character on a base, select one to destroy the base, launch the docked character and see what happens xD

Posted on: 2010/11/4 13:49
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