Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: LAM3O on March 09, 2003, 04:49:20 pm

Title: Derelict ships?
Post by: LAM3O on March 09, 2003, 04:49:20 pm
I know it's been brought up before, but is the SCP looking into this?  Bascially the effect i'm looking for is the ship exploding but the hull remains.  It might look weird seeing a ship just lying there looking undamaged,  but i figure by then they'll be ship lights on every ship, so they can go out or flicker, and if damage decals are perfected the ship will look pretty beat up by the time it's at 0%, or you could add code to spread damage decals all over the ship when it blows.  Creating a derelict ship model for every cap ship would be great but way too much work.

So for those that know their source code, what do you think, or is this already being considered/worked on?
Title: Derelict ships?
Post by: IceFire on March 09, 2003, 05:25:32 pm
Like how StarLancer did it right....
Title: Derelict ships?
Post by: SKYNET-011 on March 09, 2003, 06:07:23 pm
You could just disable every subsystem and turret in FRED. :nod:
Title: Derelict ships?
Post by: LAM3O on March 09, 2003, 06:09:13 pm
I don't remember how starlancer did it, i do remember it in WC: Prophecy; explosion, sparks shoot everywhere, ship remains, and i think the ships continued to shoot sparks for a while, a good effect.

Quote
You could just disable every subsystem and turret in FRED.


But i'm talking about when the ship reaches 0% due to fire from enemies.  And i want the ship to look derelict(using lights and damage decals will be more than enough).  And i'd like it to be a randon thing, sometimes that orion might blow up the usual way, sometimes the hull would remain(with sexps for fredders to control the effect of course).
Title: Derelict ships?
Post by: Solatar on March 09, 2003, 07:00:26 pm
I think this would be a great idea.
Title: Derelict ships?
Post by: Knight Templar on March 09, 2003, 07:24:59 pm
I like the idea, but make it like a check box or something on the ship so that if you want it to blow up with debris then you can still have that.
Title: Derelict ships?
Post by: ZylonBane on March 09, 2003, 09:30:37 pm
Quote
Originally posted by LAM3O
And i want the ship to look derelict
In the context of ships, derelict means "abandoned". I don't think that's what you mean here.
Title: Idea
Post by: Star Dragon on March 09, 2003, 10:03:53 pm
Remeber that stupid limitation back in FS1 how fighter weapons couldn't get a cap ship below 10% hull?

    Well make it so that although fighters can destroy a cap ship. the fighter weapons will not blow the hull. sure there can be a huge explosion and what not but the hulk still remains. fighters move on to next threat. Now cap ship weapons can blow hulls. This creates instances in battles that leaves some ships hanging around when the fightings done. As dead metal floating in space surrounded by debris fom toher ships. (I like to picture wolf 359). If you ever played Klingon Academy you know exactly what I mean. I love killing fed starships and then continuing the attck after they are "dead" just to blow the hulls away so starfleet Cannot mount a future salvage mission and re-fit and recrew the ship and send it back into action a few months!!!  Forget sending a transport to get engines back in 2 minutes! Lets have missions where we defeat a new enemy and try to get one of their ships for study (like the FS1 Shivan mission) then in 3 to 6 months we have fixed the ship, retooled the systems so terrans can operate it, and use it against the enemy (like the chig bomber run the 51st made in SAAB)!!!
Title: Derelict ships?
Post by: LAM3O on March 09, 2003, 10:43:30 pm
Quote
Originally posted by ZylonBane
In the context of ships, derelict means "abandoned". I don't think that's what you mean here.


Well after it blows i'm sure it soon becomes derelict :) .  Writing was never my strong suit, but i'm not too far off.  Let's go with  "Ships that done blowed up".

I'm like to keep it random(unless otherwise specified), but deciding to keep the hull around depending on the way the ship is killed is a good idea, probably will be alot more work though.
Title: Derelict ships?
Post by: ##UnknownPlayer## on March 10, 2003, 03:58:00 am
I think the easiest way to do this would be to slightly adjust the way the ship explodes (i.e. not so violently) and then switch the models at a choice time with a 'derelict' model.
Title: Re: Idea
Post by: ZylonBane on March 10, 2003, 11:41:51 am
Quote
Originally posted by Star Dragon
Remeber that stupid limitation back in FS1 how fighter weapons couldn't get a cap ship below 10% hull?
I think you'll find that nobody remembers this limitation... because it didn't exist. It was added to FS2 to (crudely) model the reality that one fighter plinking away shouldn't be able to destroy a kilometer-long capship. Unfortunately, it had the side effect that a  thousand fighters couldn't destroy a kilometer-long capship either.

As has been suggested before, this would be better handled with some sort of nonlinear function, where the damage done becomes less and and less the closer the capship's HP comes to 0 (with some modifiers and cutoffs based on initial HP, so it's still practical to take down smaller ships).
Title: Re: Re: Idea
Post by: DTP on March 10, 2003, 05:02:45 pm
Quote
Originally posted by ZylonBane
Unfortunately, it had the side effect that a  thousand fighters couldn't destroy a kilometer-long capship either.


Because fs2 wouldnt allow you a 1000 ships at the same time, and the 99 alllowed minus the cap ship could´nt either or FRED2 would crash when you put in to many subsystems counting them from all ships, in the whole mission. The limit to sub systems to total was 700, as far as i recall. so you have a ship with near 100 subsystems, then you would only be able to have 700-100=int(600/7(average subsys count for fighter)) = 85 ships, meaning no enemy fighters at all. for each enemy ship put in either in wave or not, substract one freindly fighter.

So if you have 20 enemy fighters, which is not unusual, then you would only be able to have 65 ships.

and so on.

it was´nt a side effect, it was well thought over. since ppl couldnt make a 1000 fighters attack at the same time, and the ship commander surely would say JUMP out of here if he saw that many fighters, then Volition did´nt need to do it any other way. They did´nt and had not to, to think of the modders.
Title: Derelict ships?
Post by: ZylonBane on March 11, 2003, 10:56:49 am
Well thought over, DTP?

One word-- Tiamat.
Title: Derelict ships?
Post by: DTP on March 11, 2003, 06:28:43 pm
Quote
Originally posted by ZylonBane
Well thought over, DTP?

One word-- Tiamat.


i must have one of my Slow days. no **** since the clock is 01.32 here :).

and that means.
Title: Derelict ships?
Post by: Stryke 9 on March 11, 2003, 07:17:54 pm
Er... back on topic, it sounds like what you want is a special model that's similar to another capship model, but with a debris LOD that's more or less a whole capship, maybe with a hole in it or something to make it clear that that thing's not gonna be fighting again any time soon.

In other words, can be done infinitely better and simpler with proper modding than via coding. Maybe something to make debris destroyable (last I checked starjunk had infinite HP, since there is no hitpoint level set for destroyed vessels) should be added, but beyond that- well, you'd really want a more dead-looking "derelict" model than just a slightly scorched version of the working ship anyway.




And what are you talking about a 10% limit on capships? I've killed dozens of them, and I'm pretty sure there wasn't anything big helping me...