Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Colonol Dekker on March 10, 2010, 03:08:20 am

Title: Live debris
Post by: Colonol Dekker on March 10, 2010, 03:08:20 am
Who (if available outside Diaspora) has implemented/used this feature?
 
 
I've got all sorts of ideas for it involving radar arrays, huge keel guns, bridge sections and blowing out viewing windows causing dozens of bodies to flood out of it.
 
Title: Re: Live debris
Post by: FUBAR-BDHR on March 10, 2010, 03:14:58 am
Whoa there.  Remember there is still the 32 debris object limit so don't go getting to overzealous. 

I know I've seen models with it somewhere else but I can't remember where right now.   MediaVPs possibly?  I know I opened up a model to see the naming for live debris pieces on one subsystem so it has to be something common like that.
Title: Re: Live debris
Post by: Colonol Dekker on March 10, 2010, 03:18:15 am
Thirty two pieces limit per ship?
 
That's fine, if it's thirty two on screen at once. I may have problems. :o
Title: Re: Live debris
Post by: FUBAR-BDHR on March 10, 2010, 03:28:03 am
Yes 32 per ship and that includes the regular debris pieces as well as the live debris. 

There is also a limit for pieces in game at one time.  Old ones just explode when you hit it.
Title: Re: Live debris
Post by: Colonol Dekker on March 10, 2010, 09:13:52 am
I don't purpose you could tell me which of the mediavp models uses it so I can have a peek? :)
 
Title: Re: Live debris
Post by: Vasudan Admiral on March 10, 2010, 11:03:01 am
For live debris you can't go past the Boadicia....Bodicea.....bodeic...Iceni in an asteroid base! Base2R-01.pof

Things to note:
Call the destroyed pieces of the subsystem 'debris-<subobject name>##' where ## is a number starting at 01 and incrimenting through all the pieces of that particular subsystem.

Also you will need
$special=subsystem
$name=<subsystem name> in the subobject properties of the not-destroyed subobject, and you also MUST define the subobject as able to rotate about the Z axis. Not sure why, you just do. :p

Oh and remember to locate the centres of the destroyed objects correctly or they will look really stupid when they spin away.
Title: Re: Live debris
Post by: Nemesis6 on March 10, 2010, 11:14:02 am
Bodies would indeed be a cool effect, if used in moderation. I mean it's not too hard to imagine what the response would be if one specific section is pounded continually - Evacuation. The best use, I guess, would be when the entire ship blows. Anyone remember the scene from Starship Troopers where they fly through the cloud of human debris?  :D
Title: Re: Live debris
Post by: FUBAR-BDHR on March 10, 2010, 02:10:55 pm
Also you will need
$special=subsystem
$name=<subsystem name> in the subobject properties of the not-destroyed subobject, and you also MUST define the subobject as able to rotate about the Z axis. Not sure why, you just do. :p

$name= isn't necessary and no idea where you go the Z axis thing.  Working perfectly fine without it for me.  If you define the subobject that way it will actually cause problems since there is no $rotate= or $special=no_rotate defined. 
Title: Re: Live debris
Post by: Vasudan Admiral on March 10, 2010, 07:35:51 pm
Pretty certain defining it as being able to rotate won't cause additional problems - these are the attributes of the rebel base and how it uses livedebris - we would have noticed errors with that by now if there were any. I thought myself and Axem ran into errors if the non-destroyed subobjects were NOT set to be able to rotate, but now neither of us can remember so perhaps not!
Title: Re: Live debris
Post by: FUBAR-BDHR on March 10, 2010, 08:29:47 pm
These are newer checks that were only added in the last few months for rotating subobjects.  Suggest you test in recent debug builds as having rotation defined without the necessary parameters will cause problems and the checks were added because of that. 
Title: Re: Live debris
Post by: Vasudan Admiral on March 10, 2010, 08:46:40 pm
If that's the case and live debris does still work without the rotation defined then yeah we'll change the rebel base for the next MVP release. Out of curiosity, what was internally breaking?
Title: Re: Live debris
Post by: FUBAR-BDHR on March 10, 2010, 09:20:33 pm
http://scp.indiegames.us/mantis/view.php?id=1946
Title: Re: Live debris
Post by: Vasudan Admiral on March 10, 2010, 10:36:45 pm
Hmm, slightly different thing there. Here the axis is defined, but the $rotate= property is not. I know about the issues of having the property but not the axis, but I've never heard of problems the other way around. We may yet be safe from the extreme effort of turning off rotation and axis settings in the rebel base. ;) :p
Title: Re: Live debris
Post by: karajorma on March 11, 2010, 05:27:02 am
Who (if available outside Diaspora) has implemented/used this feature?
 
 
I've got all sorts of ideas for it involving radar arrays, huge keel guns, bridge sections and blowing out viewing windows causing dozens of bodies to flood out of it.
 


If this is for your hack BSG mod you should can it now. 2 days in is not the time for mission creep of this magnitude.

Wait 3 months and promise a release in 2 more THEN do it. :p
Title: Re: Live debris
Post by: Herra Tohtori on March 11, 2010, 06:04:12 am
Make a particle spawn of bodies, blood and gore. ;7
Title: Re: Live debris
Post by: Colonol Dekker on March 11, 2010, 09:29:43 am
It's not for that Karajorma. As you said elsewhere, I think two BSG mods is plenty.
 
Live debris was more of a curiousity to be honest.
 
 
I do have a custom universe which i've mentioned before. My Nova Imperia continuum. That's been in my head for years and is a labour of love i'm dealing with on my own when i'm in the right mood and to be honest I dunno if i'll ever finish it.
 
 
The Dodgy Mod is now just a misg mash of how fast can I get something playable out there with help from anyone at all who wants to contribute. Like a noob community mod. ;)