Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: starlord on May 28, 2011, 04:29:05 am

Title: ship explosion timer?
Post by: starlord on May 28, 2011, 04:29:05 am
Hello to all,

I was just asking myself, considering the fact that some campaigns like inferno often employs super ships like the gigas or icanus and that those take forever to explode (or given fred options can be made to explode directly), I was wondering if in the future the would be the possibility to incorporate a "timer" allowing the user to decide when the ships could explode (circumventing the "more mass=more time" equation)...

is it possible as such?
Title: Re: ship explosion timer?
Post by: Snail on May 28, 2011, 05:25:41 am
Setting a ship to kamikaze (set-ship-kamikaze or whatever) causes them to explode instantly.
Title: Re: ship explosion timer?
Post by: Nighteyes on May 28, 2011, 05:31:14 am
this is something I would really like to see implemented, as huge ships explosions look really bad with the ship splitting in half and exploding forever...
an option to adjust the speed the plane moves along the hull, as well as the number of explosion it generates would fix this, so that very fast moving "cutting" planes would result in explosions along the entire hull, but still give one big explosion effect to finish off the ship.
this can be "faked" with scripts, setting the ship explosion propagates to "NO", and adding more explosions through the script, but the problem with this way is the explosions won't be along the hull for long ships, and the debris won't generate in a nice way.
Title: Re: ship explosion timer?
Post by: Nohiki on May 28, 2011, 06:01:35 am
I think the explosions need much greater overhaul. aside from this problem that also makes me scratch the table, thee is the explosion light being static where the ship reached 0% even if the ship is moving, so the light from the explosion could be as well outside the hull entirely (Example blowing up a destroyer as it exits subspace)
Title: Re: ship explosion timer?
Post by: starlord on May 28, 2011, 06:31:09 am
question is, could it be implemented or is it hard coded?
Title: Re: ship explosion timer?
Post by: Dragon on May 28, 2011, 08:12:02 am
There's a table option that allows you to control explosion time.
It's in the latest test builds, so not many people heard of it.
Inferno will most likely use it.
Title: Re: ship explosion timer?
Post by: starlord on May 28, 2011, 09:05:49 am
Yes! there goes one huge problem!
Title: Re: ship explosion timer?
Post by: Nighteyes on May 28, 2011, 11:10:47 am
There's a table option that allows you to control explosion time.
It's in the latest test builds, so not many people heard of it.
Inferno will most likely use it.

so where is this? I didn't find anything on the wiki...
Title: Re: ship explosion timer?
Post by: Dragon on May 29, 2011, 04:02:38 am
http://www.hard-light.net/wiki/index.php/Ships.tbl#.24Base_Death-Roll_Time:
That should be it.
Title: Re: ship explosion timer?
Post by: Nighteyes on May 29, 2011, 08:43:20 am
well this is not what we were asking for here...
what were asking is for a way to set a speed for the "splitplane" to move, you know how when a supercap explodes, the explosion starts from the center, and very slowly "eats" the ship away outwards? we want the eating part to be much faster... :P
Title: Re: ship explosion timer?
Post by: Rico on June 02, 2011, 06:46:01 am
@Dragon - basically their sick of being able to read a newspaper in the time it takes for the Colossus (or equiv) to go from 0% hull with fire and explosions to actually being destroyed and just debris in space