Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: KeldorKatarn on August 23, 2007, 11:01:22 am

Title: Special Explosion
Post by: KeldorKatarn on August 23, 2007, 11:01:22 am
I need explosions that damage other ships for several missions ... but the problem is.. I tried using the feature to make a carrier explosion powerful enough to destroy a nearby cruiser in a WC Saga testmission.

It worked.. but the ship takes forever to finally go up. The cascading explosions along the hull go on for like 2 and a half minutes before the ship finally disintegrates..

Don't tell me.. the explosion time is linked to the explosion damage? well.. I'd really like 50,000 damage points and still only the standard 10 seconds of cascading explosions   

Does anyone have any information on this? Because like this special explosion is pretty useless.. to let a ship explosion destroy a nearby ship totally .. those damage points would make the explosion take 30 minutes to finally happen  :D
Title: Re: Special Explosion
Post by: 0rph3u5 on August 23, 2007, 11:05:42 am
disbale the default shockwave of the carriers explosion, ship-guardian it earlier in the mission and set up an event like this:

carrier down
- when
--<
---hits-left
----Carrier
---2
--ship-no-guardian
---Carrier
--explosion-effect (http://www.hard-light.net/wiki/index.php/SCP_SEXPs#explosion-effect)
---get-object-x
----Carrier
---get-object-y
----Carrier
---get-object-z
----Carrier
---[damage]
---[blast force]
---[size of explosion]
---[inner radius]
---[outer radius]
---[shockwave speed]
---[explosion type]
---[explosion sound]
Title: Re: Special Explosion
Post by: Snail on August 23, 2007, 11:13:38 am
0rph's way is the better way, this way is really sloppy.

carrier down
-when
--<
---hits-left
----Carrier
----2
--kamikaze (kamikaze is in the AI and IFF list)
Title: Re: Special Explosion
Post by: TrashMan on August 23, 2007, 12:24:35 pm
NAh, Snail.. Your way would work and it's easier to implement... The carrier would blow up immediately  :D
Title: Re: Special Explosion
Post by: KeldorKatarn on August 23, 2007, 05:39:05 pm
Ok, these are the workaround solutions.. any way to use the original feature in this manner or is it broke?
Title: Re: Special Explosion
Post by: Shade on August 23, 2007, 05:50:07 pm
Try setting ship-vaporize (http://www.hard-light.net/wiki/index.php/SCP_SEXPs#ship-vaporize) for the ship. Might make it blow up quicker, but no guarentees.
Title: Re: Special Explosion
Post by: 0rph3u5 on August 23, 2007, 05:51:15 pm
NAh, Snail.. Your way would work and it's easier to implement... The carrier would blow up immediately  :D

Trashman,
please let this pathetic being be if it for once realized who the ture incarnation of a good FRED solution is...was...has been... once... in a life time

Ok, these are the workaround solutions.. any way to use the original feature in this manner or is it broke?

it is not broken... it appearently was not changed since Jugs never exploded instantly either
Title: Re: Special Explosion
Post by: ssmit132 on September 08, 2007, 08:10:53 pm
I've also tried to make a Meson Bomb explode and having it propagate forever...