Hard Light Productions Forums

Modding, Mission Design, and Coding => The Scripting Workshop => Topic started by: Nighteyes on November 20, 2010, 04:14:22 am

Title: Script Request: explosion debris
Post by: Nighteyes on November 20, 2010, 04:14:22 am
just a thought I had, how hard would it be to make a script that generates debris chunks with certain explosions?
for example, a massive railgun with a table entry like this:
$Impact Debris: 10
  - Debris Objects: (1,2) -- this field can define what object debris to generate
  - Debris Velocity: 100 -- speed of generated debris

same for the ships table, an entry telling the engine to generate a number of additional debris when a ship dies:
$Explosion Debris: 120
  - Debris Objects: (1,2,3,4,5)
  - Debris Velocity: 30

with a script like this we could have a relatively large debris field generated where a capship dies(im talking lots of very small debris parts, not huge chunks), and even add some debris to very powerful weapons
thoughts? :)
Title: Re: Script Request: explosion debris
Post by: m!m on November 20, 2010, 06:41:11 am
This is possible to a limited extend as there is (AFAIK) no option to create new object from Lua so the debris wouldn't have collision detection. This also means that the debris would have to be drawn "manually" from the script which could cause considerably FPS slow down.
It's also not possible to add new table fields via scripting (though I'd love to see that :D) so the configuration would need to be done via a configuration file similar to the "Flashy-Deaths-Script".
But yes, I think this could be doable.
Title: Re: Script Request: explosion debris
Post by: Dragon on November 20, 2010, 03:16:38 pm
Nuke actually made a table parser, so a separate table could be added.
Title: Re: Script Request: explosion debris
Post by: bigchunk1 on December 25, 2010, 10:52:30 pm
I don't know if this is on topic exactly, but is it at all possible to create a warp hole upon detonation of a warhead? I want to make a multistage missile that creates a warphole on the first stage which creates the illusion that the missile is in fact entering subspace.

I looked at the weapons.tbl entries and it only seems possible to create various explosions upon detonation, but not a warp hole.

Edit: Nevermind, Axem helped me out on IRC. You can tweak this table data to do it. http://www.hard-light.net/wiki/index.php/Weapons.tbl#.24Local_SSM: ... Sorry
Title: Re: Script Request: explosion debris
Post by: General Battuta on December 26, 2010, 02:30:35 pm
flamingsword used local ssms in his shivans mod, they were cool
Title: Re: Script Request: explosion debris
Post by: Mobius on December 26, 2010, 02:34:19 pm
An old campaign (Into the Dephts of Hell, probably) featured "subspace torpedoes" that generated a warp upon impact. The graphics weren't epic, but those weapons were indeed cool.