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Help with Dropship lifespan
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Tor
Joined: Sun Jan 11, 2009 11:14 pm Posts: 17
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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.
Last edited by Tor on Tue May 05, 2009 3:36 am, edited 1 time in total.
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Tue May 05, 2009 2:06 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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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.
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Tue May 05, 2009 2:23 am |
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Tor
Joined: Sun Jan 11, 2009 11:14 pm Posts: 17
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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
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Tue May 05, 2009 3:09 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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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".
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Tue May 05, 2009 3:15 am |
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Tor
Joined: Sun Jan 11, 2009 11:14 pm Posts: 17
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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?
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Tue May 05, 2009 3:22 am |
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Duh102
happy carebear mom
Joined: Tue Mar 04, 2008 1:40 am Posts: 7096 Location: b8bbd5
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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
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Tue May 05, 2009 3:32 am |
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Tor
Joined: Sun Jan 11, 2009 11:14 pm Posts: 17
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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.
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Tue May 05, 2009 3:35 am |
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Flammablezombie
Joined: Wed Jan 14, 2009 7:12 pm Posts: 1525 Location: In between your sister's legs, showing her how to use a... PS3 controller!
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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...
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Tue May 05, 2009 9:21 pm |
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Tor
Joined: Sun Jan 11, 2009 11:14 pm Posts: 17
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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
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Sun May 10, 2009 3:01 am |
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Areku
Joined: Fri Oct 17, 2008 9:46 pm Posts: 5212 Location: The Grills Locker.
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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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Sun May 10, 2009 3:51 am |
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