Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LtNarol on March 08, 2002, 11:40:12 pm

Title: Explosion effects
Post by: LtNarol on March 08, 2002, 11:40:12 pm
Is it possible to set up the explosion effects of a capital ship so that when it dies, the explosions are sequenced?  Beginning with the engines, sending debris in all directions, then tracking up the ship with each explosion releasing new debris?  Basically I'm looking to create the Hollywood cinematic effect in FS2.  Can it be done, and if so, how?
Title: Explosion effects
Post by: Galemp on March 09, 2002, 12:55:20 am
There should be a flag under the ship's table entry marked "Explosion Propagates." Set it to yes!
Title: Explosion effects
Post by: Pera on March 09, 2002, 03:05:08 am
No, every explosion can't throw around new debris.
Title: Explosion effects
Post by: HotSnoJ on March 09, 2002, 04:46:42 am
You could make a Briefing Ani. But that would take till :confused: !
Title: Explosion effects
Post by: LtNarol on March 09, 2002, 08:31:19 am
hmmm, im not gonna red alert a mission every time a Dergo is destroyed, seeing as there will be many of them.  What does propagate do?
Title: Explosion effects
Post by: Galemp on March 09, 2002, 08:47:35 am
It means that instead of the entire model vaporising and debris being scattered, the model is slowly destroyed from the middle out to the edges. Propagation is used on anything bigger than a transport, I think.
Title: Explosion effects
Post by: Tar-Palantir on March 11, 2002, 05:37:33 am
As to what you want to do: no, there is no way in the FS2 engine to scripe explosions like that.

One possible way to get say an explosion around a certain area would to warp in (with no warp effect set) a small ships, say the Terran stealth fighter (can't spell the name), and blow it up shortly afterwards with a special explosion.
Title: Explosion effects
Post by: Setekh on March 12, 2002, 07:23:10 am
Quote
Originally posted by Tar-Palantir
As to what you want to do: no, there is no way in the FS2 engine to scripe explosions like that.

One possible way to get say an explosion around a certain area would to warp in (with no warp effect set) a small ships, say the Terran stealth fighter (can't spell the name), and blow it up shortly afterwards with a special explosion.


I'd agree. Without a backdoor way like this, there's no way for a position-specific explosion to be placed by FS2. :)
Title: Explosion effects
Post by: aldo_14 on March 12, 2002, 08:21:43 am
use an altered Pharos navbouy, using (only) the "invisible" texture, and with special explosion properties.  You can place this where you want an explosion to occur, and sequence it with SEXPs'
Title: Explosion effects
Post by: CP5670 on March 12, 2002, 09:05:25 am
That is what I have been doing in my missions (explosive Ptahs), but it is hard to get right when done on moving ships.
Title: Explosion effects
Post by: LtNarol on March 12, 2002, 10:15:32 am
Right, and therein is the problem: the arrival SEXp doenst allow a ship to come in any closer than 17 grids from a destroyer, and since the Dergo destroyers are gonna be moving, problem.  Also, it wont allow the sequencing of explosions as the ships will all arrive at the same point, unless the target ship isnt moving.
Title: Explosion effects
Post by: untouchable on March 12, 2002, 02:17:22 pm
If only that source code would be released, everything would change :nod:
Title: Explosion effects
Post by: an0n on March 12, 2002, 02:23:18 pm
Two Ways:
1) Lace the Dergo with docking points and dock some invisible item in each place.
2) Have an invisible ship fire invisible missiles or beams at the parts/subsystems you want exploding and it that order. There will be loads of firey plumes and it will look cool.
Title: Explosion effects
Post by: Stunaep on March 12, 2002, 02:23:32 pm
Quote
Originally posted by untouchable
If only that source code would be released, everything would change :nod:


And if cows could could fly....

BTW, you can also use SJD Saths in place of the buoys. You could also have Ptahs already in mission, inside the Cap and moving on with waypoints. Since in any capship fight waypoints are almost a must, then that should work. Right?
Title: Explosion effects
Post by: LtNarol on March 12, 2002, 04:45:06 pm
except that the Pahts will race ahead and out of the Dergo.  The only problem with using so many dock points is that if you have more than one thing docked to a ship, you start getting problems, some very nasty problems seeing as each ship is only supposed to be docked with one other object...
Title: Explosion effects
Post by: CP5670 on March 12, 2002, 08:59:11 pm
You can just use the cap-waypoint-speed on them; that is what I do in my missions. ;)

BTW untouchable did you get my email regarding the DA stuff? I need more story information to move on with the mission. ;)