Author Topic: Collission Damage  (Read 2105 times)

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Offline Starman01

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Hello,

in conjunction to this thread here :

http://www.hard-light.net/forums/index.php/topic,39483.0.html

Maybe one of you coders can give me a more detailled information how the  collission-damage is working. I know it has something to do with the density stuff, but I'm not sure how it is exactly related.

What I want to do is this (if possible) :

Collission fighters/fighters, fighter/capitalships and fighter/asteroids should be deadly. Best would be, that when the player (and other fighters too) is at full speed and crashing into something, than this is a death-sentence. Collission with less speed should at least result into critical damages.

Can this be achived with the stuff currently in the code ?

Thanks in advance for clarification :)

Starman
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Offline CaptJosh

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If I'm not mistaken, that's a table issue, not a code issue, but I'm sure someone will correct me if I'm wrong.
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Offline Starman01

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I know it's a table issue, but I want to know how the code handles it, because I wasn't able to set it right till now, and so far no one was able to give me the necessary hint. But certainly one of the SCP-Guys can give me the missing clue :)
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Offline Goober5000

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This can be done, but the AI is really stupid at avoiding collisions with capships.

 

Offline Mars

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And you thought your wingmen died off fast before.

 

Offline Starman01

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This can be done, but the AI is really stupid at avoiding collisions with capships.

Yeah, I also thought about that. But hopefully when it is a table issue, then maybe I can restrict it to the player, because we have seperate table-entries for all playerships (since they need limited afterburner).

I tried it again today, Asteroid are already doing what I want. Crash normal, and you got big damage. Crash at high velocity and you die.
However, I tried changing the values for densitiy and the model mass in the pof-file, and neither one did work.

Can you tell me how this collission damage is calculated ? Unfortunately I have changed the modelmass when converting the models, certainly I will have to change that.
« Last Edit: May 26, 2006, 02:09:04 pm by Starman01 »
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline redsniper

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But being able to ram other fighters is one of the things that makes FS2 great! After playing Tie Fighter and having to make sure you don't so much as breathe on another ship (lest you die a sudden death), it's nice to be able to just crash into that Dragon you can't seem to hit and watch it explode. :D (yes, I really did manage to ram a Dragon once, 'twas easier than shooting it.)
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Offline Starman01

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Guess that's a matter of taste. I liked in the older flightsims when I crashed into something and die. IMO that's more realistic and you are forced to manuever a little more carefully :)
MECHCOMMANDER OMNITECH

9 out of 10 voices in my head always tell me that I'm not insane. The 10th is only humming the melody of TETRIS.

 

Offline Prophet

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Yes. Many times I have nearly crapped myself because of that daredevil TIE fighter pilot who just barely missed me after a tight manouver.
On the other hand I still remember with horror all those times when a Star Destroyer commits the infamous "Baseball Bat" manouver.
I'm not saying anything. I did not say anything then and I'm not saying anything now. -Dukath
I am not breaking radio silence just cos' you lot got spooked by a dead flying ****ing cow. -Sergeant Harry Wells/Dog Soldiers


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Offline Wanderer

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Remember the collisions in old XWing.... things like assault gunboats or shuttles were real harbingers of doom. :shaking: TIEs usually died nicely but those things... I probably died more often due their debris pieces that glanced the fighter than due to anything else
Do not meddle in the affairs of coders for they are soggy and hard to light

 

Offline Mars

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The Colossus is the new baseball bat of doom.

 

Offline Apathy

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The Colossus is the new baseball bat of doom.

rofl true.

speaking of stupid wingmen, is AI improvements next on the list for you SCP guys?

  

Offline karajorma

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Nope.

We're all scared of the AI code.
Karajorma's Freespace FAQ. It's almost like asking me yourself.

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