Post by Gizmo on Nov 1, 2004 18:10:23 GMT
Tutorial - Making Bases destructible
**WARNING**If you use this in multiplayer the base will not come back until you restart your server. Any character on the base when it is destroyed will crash and that character will be unable to be used until the server is restarted. Also anyone who last landed there and died will be unable to respawn!!
Files that we will use:
SolarArch.ini ( \DATA\SOLAR\ )
explosions.ini ( \DATA\FX\ )
fuse.ini ( \DATA\FX\ )
Open the SolarArch.ini and look for .... hmmm the Depot!
This is what you have to found:
[Solar]
nickname = depot
ids_name = 261161
ids_info = 66150
type = STATION
DA_archetype = solar\dockable\depot_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 800, 1200, 2000, 15000
mass = 10000.000000
loadout = depot
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 4.500000, Sc_port dock open
docking_sphere = berth, HpDockMountB, 4.500000, Sc_starboard dock open
docking_sphere = moor_large, HpDockMountC, 5.000000
docking_sphere = moor_medium, HpDockMountD, 5.000000
docking_sphere = moor_medium, HpDockMountE, 5.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_depot
hit_pts = 999999961690316250000000000000000000.000000
Look at the hitpoints of the depot (hit_pts). Ohh God what is all this energy!!!???
hit_pts = 999999961690316250000000000000000000.000000
Lets see how to make it destructible,
You must first add this ( lets say below the hit_pts) :
destructible = true
This will make it to saw his hitpoints in the game.
Now change the hitpoints to something lower, something like this
hit_pts = 200000
Good, now you have to put an explosion, open the explosions.ini
and look for the explosion of the depot:
[explosion]
nickname = explosion_pirate_depot ; <--- Nickname of the explosive
lifetime = 0.000000, 0.100000
process = disappear
debris_impulse = 110
effect = explosion_pirate_depot
debris_type = debris_solar_short, 0.600000
debris_type = debris_solar_long, 0.400000
num_child_pieces = 10
innards_debris_start_time = 0.000000
innards_debris_num = 30
innards_debris_radius = 70
innards_debris_object = simple_depot_debris01
innards_debris_object = simple_depot_debris02
innards_debris_object = simple_depot_debris03
innards_debris_object = simple_depot_debris04
innards_debris_object = simple_depot_debris04
innards_debris_object = simple_depot_debris05
innards_debris_object = simple_depot_debris05
innards_debris_object = simple_depot_debris06
innards_debris_object = simple_depot_debris06
innards_debris_object = simple_depot_debris07
innards_debris_object = simple_depot_debris07
innards_debris_object = simple_depot_debris08
innards_debris_object = simple_depot_debris08
innards_debris_object = simple_metal_debris03
innards_debris_object = simple_metal_debris15
You don't need all these, all you need is the nickname of the explosive ( "explosion_pirate_depot")
Now add it to the solararch.ini at the depot below the "destructible = true"
explosion_arch = explosion_pirate_depot
And at the end you need a fuse, look at the fuse.ini for
the "pirate_base_explode_fuse", this is it:
[fuse]
name = pirate_base_explode_fuse ; <--- Name of the explosivefuse
death_fuse = true
All you need again it the name ( "pirate_base_explode_fuse" ).
Now add it to the solararch.ini at the depot below the "explosion_arch = explosion_pirate_depot"
fuse = pirate_base_explode_fuse, 0.000000, 1
Good you now have made the depot destructible!
This is what you should have in the end
[Solar]
nickname = depot
ids_name = 261161
ids_info = 66150
type = STATION
DA_archetype = solar\dockable\depot_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 800, 1200, 2000, 15000
mass = 10000.000000
loadout = depot
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 4.500000, Sc_port dock open
docking_sphere = berth, HpDockMountB, 4.500000, Sc_starboard dock open
docking_sphere = moor_large, HpDockMountC, 5.000000
docking_sphere = moor_medium, HpDockMountD, 5.000000
docking_sphere = moor_medium, HpDockMountE, 5.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_depot
hit_pts = 200000 ; <--- The hitpoints of the base
destructible = true ; <--- If the base is destructible (true=> yes, false=>no)
explosion_arch = explosion_pirate_depot ; <--- The explosion
fuse = pirate_base_explode_fuse, 0.000000, 1 ; <--- The fuse for the explosion
To have this work perfectly you must find the explosive and the fuse for every base,
but because there are a million of bases, you can add at every base the same explosion and fuse.
**WARNING**If you use this in multiplayer the base will not come back until you restart your server. Any character on the base when it is destroyed will crash and that character will be unable to be used until the server is restarted. Also anyone who last landed there and died will be unable to respawn!!
Files that we will use:
SolarArch.ini ( \DATA\SOLAR\ )
explosions.ini ( \DATA\FX\ )
fuse.ini ( \DATA\FX\ )
Open the SolarArch.ini and look for .... hmmm the Depot!
This is what you have to found:
[Solar]
nickname = depot
ids_name = 261161
ids_info = 66150
type = STATION
DA_archetype = solar\dockable\depot_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 800, 1200, 2000, 15000
mass = 10000.000000
loadout = depot
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 4.500000, Sc_port dock open
docking_sphere = berth, HpDockMountB, 4.500000, Sc_starboard dock open
docking_sphere = moor_large, HpDockMountC, 5.000000
docking_sphere = moor_medium, HpDockMountD, 5.000000
docking_sphere = moor_medium, HpDockMountE, 5.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_depot
hit_pts = 999999961690316250000000000000000000.000000
Look at the hitpoints of the depot (hit_pts). Ohh God what is all this energy!!!???
hit_pts = 999999961690316250000000000000000000.000000
Lets see how to make it destructible,
You must first add this ( lets say below the hit_pts) :
destructible = true
This will make it to saw his hitpoints in the game.
Now change the hitpoints to something lower, something like this
hit_pts = 200000
Good, now you have to put an explosion, open the explosions.ini
and look for the explosion of the depot:
[explosion]
nickname = explosion_pirate_depot ; <--- Nickname of the explosive
lifetime = 0.000000, 0.100000
process = disappear
debris_impulse = 110
effect = explosion_pirate_depot
debris_type = debris_solar_short, 0.600000
debris_type = debris_solar_long, 0.400000
num_child_pieces = 10
innards_debris_start_time = 0.000000
innards_debris_num = 30
innards_debris_radius = 70
innards_debris_object = simple_depot_debris01
innards_debris_object = simple_depot_debris02
innards_debris_object = simple_depot_debris03
innards_debris_object = simple_depot_debris04
innards_debris_object = simple_depot_debris04
innards_debris_object = simple_depot_debris05
innards_debris_object = simple_depot_debris05
innards_debris_object = simple_depot_debris06
innards_debris_object = simple_depot_debris06
innards_debris_object = simple_depot_debris07
innards_debris_object = simple_depot_debris07
innards_debris_object = simple_depot_debris08
innards_debris_object = simple_depot_debris08
innards_debris_object = simple_metal_debris03
innards_debris_object = simple_metal_debris15
You don't need all these, all you need is the nickname of the explosive ( "explosion_pirate_depot")
Now add it to the solararch.ini at the depot below the "destructible = true"
explosion_arch = explosion_pirate_depot
And at the end you need a fuse, look at the fuse.ini for
the "pirate_base_explode_fuse", this is it:
[fuse]
name = pirate_base_explode_fuse ; <--- Name of the explosivefuse
death_fuse = true
All you need again it the name ( "pirate_base_explode_fuse" ).
Now add it to the solararch.ini at the depot below the "explosion_arch = explosion_pirate_depot"
fuse = pirate_base_explode_fuse, 0.000000, 1
Good you now have made the depot destructible!
This is what you should have in the end
[Solar]
nickname = depot
ids_name = 261161
ids_info = 66150
type = STATION
DA_archetype = solar\dockable\depot_lod.cmp
material_library = solar\Solar_mat_dockable02.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
LODranges = 0, 800, 1200, 2000, 15000
mass = 10000.000000
loadout = depot
open_sound = depot_open_sound
close_sound = depot_close_sound
docking_sphere = berth, HpDockMountA, 4.500000, Sc_port dock open
docking_sphere = berth, HpDockMountB, 4.500000, Sc_starboard dock open
docking_sphere = moor_large, HpDockMountC, 5.000000
docking_sphere = moor_medium, HpDockMountD, 5.000000
docking_sphere = moor_medium, HpDockMountE, 5.000000
docking_camera = 0
solar_radius = 600
shape_name = NAV_depot
hit_pts = 200000 ; <--- The hitpoints of the base
destructible = true ; <--- If the base is destructible (true=> yes, false=>no)
explosion_arch = explosion_pirate_depot ; <--- The explosion
fuse = pirate_base_explode_fuse, 0.000000, 1 ; <--- The fuse for the explosion
To have this work perfectly you must find the explosive and the fuse for every base,
but because there are a million of bases, you can add at every base the same explosion and fuse.