you know how some things have special variables like momentum and WMD?
well, I was wondering if it would be possible to give planets some kind of special "planet HP" so that they would be immune to all normal weapons though anything with say a "planetDMG#" variable in it's damage category would be able to destroy a planet the way a station can.
I was hoping it might be possible since for one mission, I wanted to set if up so if the Solarites reach earth, earth get's blow up by their weapon.
destructable planets
- Betelgeuse
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the variable you want is maxStructuralHitPoints if you want the planet to go away otherwise just treat them as stations
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- Arisaya
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so... simply give them some moronically massive # and the weapon a huge WMD level but dealing no normal damage, just WMD?Betelgeuse wrote:the variable you want is maxStructuralHitPoints if you want the planet to go away otherwise just treat them as stations
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- Periculi
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No, because WMD damage is from weapon damage.
I had a different approach- make planet orbit screens. Then a planetary bombardment device that only 'works' in the screen to allow bombarding. If you want to actually blow up the planet (!) then doing it there is also possible.
I had a different approach- make planet orbit screens. Then a planetary bombardment device that only 'works' in the screen to allow bombarding. If you want to actually blow up the planet (!) then doing it there is also possible.
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no, it's not you blowing up the planet, it's an NPC superweapon (and no, you can't get it's weapon)Periculi wrote:No, because WMD damage is from weapon damage.
I had a different approach- make planet orbit screens. Then a planetary bombardment device that only 'works' in the screen to allow bombarding. If you want to actually blow up the planet (!) then doing it there is also possible.
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- Betelgeuse
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then its easier, all you have to do is to have timed scripts saying after X time after you fire the weapon (fired from in script) destroy the planet (ether through just get rid of it or get rid of it and replace with something else like some asteroids)
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by destroying it, will it have the normal explosion effects?Betelgeuse wrote:then its easier, all you have to do is to have timed scripts saying after X time after you fire the weapon (fired from in script) destroy the planet (ether through just get rid of it or get rid of it and replace with something else like some asteroids)
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- Betelgeuse
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no but you can do those yourself
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- digdug
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sounds cool, but, can you tell a ship to attack a planet ? (in order to fake the whole sequence of attack and bombard planet, remove planet, make explosion with appropriate sysCreateWeaponFire, add asteroids?)
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I think it's possible. planets, like all objects are assigned a soveriegn i beleive... set the superweapon to it's own sovereign and set the planet to another specially set to be an enemy of the weapon.digdug wrote:sounds cool, but, can you tell a ship to attack a planet ? (in order to fake the whole sequence of attack and bombard planet, remove planet, make explosion with appropriate sysCreateWeaponFire, add asteroids?)
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- Betelgeuse
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if you do not tell it to fire in code you don't know when the planet should be destroyed. But you can make if face that way by telling it to go tword the planet for a second then fire the weapon from in code.
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