Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: KeldorKatarn on August 23, 2007, 11:01:22 am
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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
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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]
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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)
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NAh, Snail.. Your way would work and it's easier to implement... The carrier would blow up immediately :D
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Ok, these are the workaround solutions.. any way to use the original feature in this manner or is it broke?
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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.
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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
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I've also tried to make a Meson Bomb explode and having it propagate forever...