Author Topic: Explosion effects  (Read 2212 times)

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Offline LtNarol

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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?

 

Offline Galemp

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There should be a flag under the ship's table entry marked "Explosion Propagates." Set it to yes!
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Offline Pera

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No, every explosion can't throw around new debris.
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Offline HotSnoJ

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You could make a Briefing Ani. But that would take till :confused: !
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Offline LtNarol

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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?

 

Offline Galemp

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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.
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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.
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Offline Setekh

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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. :)
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Offline aldo_14

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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'

 

Offline CP5670

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That is what I have been doing in my missions (explosive Ptahs), but it is hard to get right when done on moving ships.

 

Offline LtNarol

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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.

 

Offline untouchable

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If only that source code would be released, everything would change :nod:
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Offline an0n

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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.
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Offline Stunaep

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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?
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Offline LtNarol

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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...

 

Offline CP5670

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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. ;)
« Last Edit: March 12, 2002, 10:19:37 pm by 296 »