Hi
I use the scuttle wrecks mod to destruct wrecks faster than normal.
I manipulated the scuttling damage to antimatter:1;wmd7.
some barbary ships are not affected by this damage.
barbary wrecks are also more difficult do destruct normally although they dont have heavier armor or other obvious differences to other ships.
What determines how much wmd damage you have to make to destruct a ship ?
Is there a function that could be used like "generate damage until destruction of the wreck" ? a <UntilDestroy> thing ....
destruction of barbary class gunships
- Periculi
- Fleet Officer
- Posts: 1282
- Joined: Sat Oct 13, 2007 7:48 pm
- Location: Necroposting in a forum near you
You could use objDestroy from an item such as the Cheetaar Destructo-Matic:
<Invoke>
(block (target)
(setq target (objGetTarget gPlayerShip))
(objDestroy target)
(plyCharge gPlayer 9999)
)
</Invoke>
<Invoke>
(block (target)
(setq target (objGetTarget gPlayerShip))
(objDestroy target)
(plyCharge gPlayer 9999)
)
</Invoke>
that was the first method used for scuttle wrecks, but it makes no explosion, though i suppose the object could be objDelete(ed) and then a weak ship created then exploded...
i believe maxStructuralHp or similar attribute determines how much it takes to destroy a wreck.
i believe maxStructuralHp or similar attribute determines how much it takes to destroy a wreck.
I have never seen an attribute called maxStructuralHp
btw, bobby, the explosion size was not proportional to the size of the ship - it was always small.
btw, bobby, the explosion size was not proportional to the size of the ship - it was always small.
regards
Sheltem
What do you think about the endless stream of spawns ?
What about modding wandering spawns which dont attack the player directly ?
Sheltem
What do you think about the endless stream of spawns ?
What about modding wandering spawns which dont attack the player directly ?
- Periculi
- Fleet Officer
- Posts: 1282
- Joined: Sat Oct 13, 2007 7:48 pm
- Location: Necroposting in a forum near you
(sysCreateEffect number spaceObject vector)
This would deliver the desired effect for a scuttled ship:
<Invoke>
(block (target)
(setq target (objGetTarget gPlayerShip))
(sysCreateEffect &efMediumExplosion; target target) <-- something like that.
(objDestroy target)
)
</Invoke>
Any effect "&ef..." could be used.
maxStructuralHitPoints is in there, but I think it is being used in stations that do not have multiHull="true". For instance, it is being used by the Commonwealth Turret in commonwealth.xml.
Similar usage in Encounters.xml for the Cargo Container and Encounter control (spawning) stations.
It is also used in Transcedence.xml for the barricades and cargo container there.
Perhaps it is used in the wrecks (which are different objects than the ships that create them!) but I couldn't find any.
This would deliver the desired effect for a scuttled ship:
<Invoke>
(block (target)
(setq target (objGetTarget gPlayerShip))
(sysCreateEffect &efMediumExplosion; target target) <-- something like that.
(objDestroy target)
)
</Invoke>
Any effect "&ef..." could be used.
maxStructuralHitPoints is in there, but I think it is being used in stations that do not have multiHull="true". For instance, it is being used by the Commonwealth Turret in commonwealth.xml.
Similar usage in Encounters.xml for the Cargo Container and Encounter control (spawning) stations.
It is also used in Transcedence.xml for the barricades and cargo container there.
Perhaps it is used in the wrecks (which are different objects than the ships that create them!) but I couldn't find any.
just put
x is a number.
Code: Select all
maxStructuralHitpoints="x"
I can scuttle corsairs with maxStructuralHitpoints="7500" but not every barbary with maxStructuralHitpoints="1" ...
I also don't understand on which spaceobject this attribute works - obvisiously it does not work on ships, nor on stations ... what else do we have ? only crates, turrets ,ore ..?
I also don't understand on which spaceobject this attribute works - obvisiously it does not work on ships, nor on stations ... what else do we have ? only crates, turrets ,ore ..?
regards
Sheltem
What do you think about the endless stream of spawns ?
What about modding wandering spawns which dont attack the player directly ?
Sheltem
What do you think about the endless stream of spawns ?
What about modding wandering spawns which dont attack the player directly ?