Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Krackers87 on February 09, 2006, 11:07:14 pm
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Once again ive decided to put out a few of my thoughts on potential improvements and see what you guys think.
Customizable Deaths
Im thinking of having a few fields where someone could edit the values to change a way a ship explodes with such things as::
- Ship specific shockwaves and explosion ani's
- Explosion points - Example, the ability to set a point(s) where explosions start occuring and depending on a second value, will spread out at a certain speed.
- Explosion Frequency - How often an explosion occours
- Debris Spew - whether or not, and how fast the ship spews mini debris bits from hull explosions (could model some hull panels, wiring, and little corpses to fly out from a hull explosion)
[li]Debris speed - how fast the debris flys after ship death (so you could slow it down and get yourself some nice debris fields building up) - Customizable death rolls for all ships - just for some nice variety, for bonus points make this a table and have a ship randomly select a proper death roll form the table.
Thoughts?
*Dammit someone tell me how to make a poll
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What I'd like to see, if not already possible...
1. To set the speed in which the ship breaks apart, after its "HP" reaches zero. I may be mistaken here, but ain't it directly tied up in the Ships amount of hull points. Meaning the more HP the ship has, the slower is breaks apart. Shockwaves also play some role on this, meaning the larger shockwave the ship has, longer it takes to start it.
2. How many explosions sound there are ?, I'd like to see some variety on this...really boring to hear the same "booms" all over, as wait for some gigantic ship to blow up.
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1. To set the speed in which the ship breaks apart, after its "HP" reaches zero. I may be mistaken here, but ain't it directly tied up in the Ships amount of hull points. Meaning the more HP the ship has, the slower is breaks apart. Shockwaves also play some role on this, meaning the larger shockwave the ship has, longer it takes to start it.
Well... The more damage the explosion causes, the longer it takes to bumbumbum.
I still remember the "endlessly spinning meson bombs" threads the sprang up long ago. People would up the meson exp dmg and the watch as the bomb goes trought it's death by spinning and spinning and spinning. Defining a ship as "kamikaze" removes the small exlosions causing the ship to blow up immediatly.
So the exp damage (or was it shockwave?) defines the time a ships spends "dying"...
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IIRC either shockwave damage or shockwave speed also influences the final debris speed.
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I understand that the shockwave effects debris speed, but id like to be able to have a debris field without having a bunch of either small crawling shockwaves, or super speed chunks of ship flying about.
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I would love to see a switch in the launcher where you could flag whether you want low, medium, or high shockwave graphics without mucking around in the tables to pick the biggest explosion that your system could handle with a playable framerate.