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Help with Dropship lifespan http://45.55.195.193/viewtopic.php?f=1&t=14501 |
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Author: | Tor [ Tue May 05, 2009 2:06 am ] |
Post subject: | Help with Dropship lifespan |
I am new to modding, so, as suggested by others, I have read the Wiki tutorials and am altering variables to experiment. For my first go, I am erasing the right thruster from a dropship and raising its health, gib-impulse, and gib-wound limits so that it tailspins and crushes everything. However, the dropship still continues to self destruct after a short amount of time. I don't know what the problem is, so....... Could someone please instruct me of the variable, or whatever, I must change in order to prevent this self destruction? Thank you. |
Author: | Duh102 [ Tue May 05, 2009 2:23 am ] |
Post subject: | Re: Help with Dropship lifespan |
You mean it's health goes down to zero or below? You need to edit the wound. Try changing it to "Dent Metal No Spark" instead of whatever fuel fire thing they have now. |
Author: | Tor [ Tue May 05, 2009 3:09 am ] |
Post subject: | Re: Help with Dropship lifespan |
That didn't work. Here's a copy of the wound part code (with your change): CrashSound = Sound CopyOf = Metal Body Blunt Hit Large CanLand = 0 GibImpulseLimit = 150000000000 GibWoundLimit = 200000000 GibSound = Sound CopyOf = Ship Explosion AddGib = Gib GibParticle = AEmitter CopyOf = Dent Metal No Spark PresetName = Ship Explosion LifeTime = 75 Count = 8 Spread = 2.25 MaxVelocity = 20 MinVelocity = 5 LifeVariation = 0.25 Maybe that will help. oh and I tryed adding zeros to the LifeTime, didn't seem to do anything edit: didn't think it would get rid of tabs, so ignore |
Author: | Duh102 [ Tue May 05, 2009 3:15 am ] |
Post subject: | Re: Help with Dropship lifespan |
You need to replace the wounds in these lines: Code: EntryWound = AEmitter CopyOf = Gas Leak ExitWound = AEmitter CopyOf = Gas Leak Change the "Gas Leak" ones to the "Dent Metal No Spark". |
Author: | Tor [ Tue May 05, 2009 3:22 am ] |
Post subject: | Re: Help with Dropship lifespan |
well that didn't work either. and because Im new could you please briefly explain why that would have helped. (ok if you don't feel like it, just asking) It always seems to explode after a certain time limit, so I don't think its wound oriented, but what do I know? |
Author: | Duh102 [ Tue May 05, 2009 3:32 am ] |
Post subject: | Re: Help with Dropship lifespan |
Oh, I misread your OP. Right now, dropships are hard coded to self-destruct after a small amount of time after being inverted. So, you can't do anything about it until Data un-hardcodes it. Sorry |
Author: | Tor [ Tue May 05, 2009 3:35 am ] |
Post subject: | Re: Help with Dropship lifespan |
oh, thanks anyway guess I'll have to mod a new vehicle that does what I want it to do. |
Author: | Flammablezombie [ Tue May 05, 2009 9:21 pm ] |
Post subject: | Re: Help with Dropship lifespan |
Impossible, sorry. Heeeyyy, I know you. You made the Biodome! I'm still trying to work out how you did that background... |
Author: | Tor [ Sun May 10, 2009 3:01 am ] |
Post subject: | Re: Help with Dropship lifespan |
what do you mean? all I did was use the more precise click and drag method of placing blocks, then I counted pixels to curve the line. it took time but I was bored |
Author: | Areku [ Sun May 10, 2009 3:51 am ] |
Post subject: | Re: Help with Dropship lifespan |
It's perfectly possible to make a ship last longer when inverted. I am not sure if this technic works with dropships, but it's guaranteed to make a rocket last for as long as you want. It's very simple: create a TDExplosive with null sprites, no weight and lifetime of 1. Use the addinventory command to put a bunch of those in the craft. And you're done. It works like this: a ship, when turned upside down, will eject all the items inside it, and only then self-destruct. By adjusting the number of items and the ExitInterval variable, you can define how long the ship will wait before exploding. Just note that, while ejecting the items, you will be unable to control the craft, what reduces this technic's utility. But whatever, at least it works, doesn't it? |
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