Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Deepblue on February 26, 2004, 04:44:25 pm

Title: Area damage.
Post by: Deepblue on February 26, 2004, 04:44:25 pm
Would it be possilble to define areas of a ship in a POF editor and then refer to those "subsystems" in the table where a person can define how much damage a hit to these areas does to the actual hull percent. A shot to a wing shouldn't do anything to a fighter in space, but blowing apart its engines or cockpit should mean death for a ship.
Title: Area damage.
Post by: ChronoReverse on February 26, 2004, 04:50:49 pm
Dunno, I'd like to know too.  An interesting thing to note is that if you destroy the "Bridge" and "Reactor" subsystems of a Hatshepsut destroyer, they still function just fine.  The lasers will fire and the flak will fire (dunno about the beams though).
Title: Area damage.
Post by: diamondgeezer on February 26, 2004, 05:11:16 pm
Nothing interesting about it - they're just not hard-wired in to the code unlike weapons, engines and comms. So you'd need to manually damage the ship somehow using mission SEXPs which fire when the offending subsys is destroyed[/color]
Title: Area damage.
Post by: HellToupee on February 26, 2004, 06:54:35 pm
one thing space games have never implemented is dammage models like those seen in ww2 flightsims, i mean shooting up a ships wing shouldnt cause it to blow up, it would be great if you could shoot it off. Same with cap ships shooting any part of it wouldnt cause it to blow, like real ships shooting up the decks and stuff wont sink it but few large holes in the water line and its gone.
Title: Area damage.
Post by: Trivial Psychic on February 27, 2004, 12:31:35 am
Sounds like something we need to add to the list for Ferrium.

Later!
Title: Area damage.
Post by: Nico on February 27, 2004, 02:23:07 am
Quote
Originally posted by HellToupee
one thing space games have never implemented is dammage models like those seen in ww2 flightsims, i mean shooting up a ships wing shouldnt cause it to blow up, it would be great if you could shoot it off. Same with cap ships shooting any part of it wouldnt cause it to blow, like real ships shooting up the decks and stuff wont sink it but few large holes in the water line and its gone.


Well, Wing Commander is somehow like that: you can shoot all you want at the hull of a capship, it won't do crap. Go after the bridge and the engines, it's dead ( Note that another capship can kill a capship by just shooting at it, tho ).
Title: Area damage.
Post by: Deepblue on February 27, 2004, 04:43:44 pm
Coders?
Title: Area damage.
Post by: KARMA on February 27, 2004, 07:11:47 pm
it's around the 10th time that it has been suggested.
I think coders are well aware of this request, and many solutions have been proposed.
althought I'm not anyhow involved in the SCP, I can reply for them with exactly the words they'd use: wait after 3.6 is released:p
Title: Area damage.
Post by: Silent Warrior on March 02, 2004, 03:02:31 am
HellToupee: Though you couldn't blow off wings there, have you looked at Wing Commander 1/2/Privateer? Also, I believe you could blow bits of ships off in Freelancer. Not that it had the effect it should have or anything, like in WC... (I don't list WC3-Prophecy/SO because you couldn't screw up your guns there.)
Title: Area damage.
Post by: Havock on March 02, 2004, 07:56:01 am
so, another question, relativily on-topic.

can make make certain parts of a ship heavier armored than other parts?