Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: VPR on October 31, 2008, 02:09:04 pm
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I'm having a little trouble with a mission I'm creating where a GTI Ganymede surrounding another ship keeps being pushed away by shockwaves from capship explosions. I've tried using the don't-collide-invisible sexp but with no luck, is there any way to stop this happening?
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Good question...
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Well.. You can always use sexps or scripts to reset the Ganymede's location. Dunno if there are any other good ways to do it
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Good thought, Wanderer.
I personally think the Ganymede's mass should be changed - isn't the shake effect caused by poor mass(compared to the blast forces hitting it)?
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What about special explosion on the ship with a reduced shockwave? Basically explosion still looks big but doesn't have the push.
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Okay sussed it out now! Thanks Mobius for mentioning mass as it got me thinking.
I had a GTT Elysium docked with the Ganymede, if I removed it a capship explosion nearby no longer pushed the Ganymede about. Just to be sure I set a Sobek (parked next to it) to self destruct once the GTT had docked, again it pushed the Ganymede, on removal of the GTT the Ganymede again stayed put! :D
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Good to know. :) Be advised it happens with any kind of ship with dockpoints, mainly the Arcadia. :D
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Good to know. :) Be advised it happens with any kind of ship with dockpoints, mainly the Arcadia. :D
Yeah, I remember in one of the INFA missions I used a Flail to shoot at an Elysium docked to an Arcadia and it started jerking around awkwardly.
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That's why I made sure that the transport lands on the installation instead of docking... ;)
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That's why I made sure that the transport lands on the installation instead of docking... ;)
This makes me want to dock a Pegasus or something with a Colossus and go at it with a haxxored Morningstar...
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These types of problems caused a lot of trouble for me at one point. The solution is to set the mass of the model very high and also set all components of the moment of inertia to zero. The latter part is especially important for docked ships, since ships with high mass will still turn from the explosions even if they don't actually move. If a small ship is docked with a big one and gets hit by something, the game doesn't take the big ship's mass into account for rotational computations and just drags it along with the small ship.
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Need... new... feature... coded...
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That's why I made sure that the transport lands on the installation instead of docking... ;)
This makes me want to dock a Pegasus or something with a Colossus and go at it with a haxxored Morningstar...
Or detonate a bomb near it. You know how those little ships go off in large shockwaves...or put 50 Colossus' in the same spot and then have one docked to a Pegasus. Shockwave it and the Coli's will "explode" apart, like what happens if you put six Rakshasas in the same spot and move one.