RE: Removal of the "Death Animation" from capital ships - Thyrzul - 05-27-2016
Alright, not really a concrete alternative, more like a "we shouldn't act in general, rather on a case-by-case basis". Still the first one at it.
RE: Removal of the "Death Animation" from capital ships - Mao - 05-27-2016
And that's wrong because.... ?
RE: Removal of the "Death Animation" from capital ships - Thyrzul - 05-27-2016
Is it?
RE: Removal of the "Death Animation" from capital ships - Mao - 05-27-2016
Y u do dis? Q_Q
Back on the subject:
RE: Removal of the "Death Animation" from capital ships - Mephistoles - 05-27-2016
Surely merely fixing the broken fuses would be preferable to simply nuking them all.
RE: Removal of the "Death Animation" from capital ships - Titan* - 05-27-2016
in Fuse.ini
Add this;
[ignite_fuse]
at_t = 0.000000
fuse = dsy_battleship_disarm_fuse
fuse_t = 0.000000
under "dsy_cruiser_death_player_fuse"
[fuse]
name = dsy_cruiser_death_player_fuse
lifetime = 8
death_fuse = true
[ignite_fuse]
at_t = 0.000000
fuse = dsy_battleship_disarm_fuse
fuse_t = 0.000000
problem solved all cruisers will lose their weapons in death animation (except vanilla ones they also need new code for disarming their weapons in fuse_li_cruiser.ini and others)
and about scylla bug, they will lose their weapons in 5 seconds though (actually weapons fall off after 1 second)
Murmillo also have this problem because it is using Liberty Dreadnought / Osiris death animation
in Shiparch.ini
Change this;
fuse = o_osiris_player_fuse, 0.000000, 1
to
fuse = dsy_battleship_death_player_fuse, 0.000000, 1
another bug solved
works for me though
RE: Removal of the "Death Animation" from capital ships - sasapinjic - 05-27-2016
Quote:- a damaging blast effect was suggested long ago - and quickly shot down by what i would call the snub lobby
Down with snub lobby , give power to Battleships ( Naturally , in any other game/gaming forum this statement will make not make any sense ) !
Quote:One of the main arguments back then was that "bad" capship players could just charge into a snub fight and explode - taking the multitude of the snubs with them ... realistic maybe - but the snub players felt it was unfair.
Like it is fair for snubs to bump capitols to death , but they still do that , for years !
Maybe it is time to to change things a little .
Quote:Lies, the moment you start exploding in liberty battleship, cruiser or osiris you don't have much time to shoot till your guns fall off one by one. Also, this effect gives a bit of realism to this game and it was added with a purpose.
It takes 2 seconds mostly and your guns are down. There isn't that much time to let's say kill 2-3 more enemies flying around you. If you are with low hull and you are flying very near, it's your own fault not game's fault.
This is the most ridiculous whine ever seen by me in a freelancer forum during the years of playing this game.
Jesus....how much simple you want to make this game to be for you people?! You removed most of the FL features by now because they were kind of ruining your game, now these beautiful original FL explosions have disturbed you...God!
You obviously never try mission against couple of Scyllas . After their HP is down they are invincible for 10 sec , then they use regens , and all the time they fire on you . If you meet more than 3 at once , you are dead meat , no mater how good you are . Players with them are little less buggy tough , but still buggy !
RE: Removal of the "Death Animation" from capital ships - Titan* - 08-01-2016
As you can see in the video, Jormungand/Scylla still continues to explode even you regen your hull
Cruiser Weapon disarm bug also fixed, Cruisers will lose weapons in 1 second
Murmillo was firing until it explode completely now it loses weapons in 4 second
Here What i did;
In shiparch ini:
I've added collision group to Jormungand/Scylla to fix regen bug
For Scylla;
[CollisionGroup]
explosion_resistance = 0.000000
obj = dsy_dummy_group
separable = true
parent_impulse = 0.000000
child_impulse = 0.000000
fuse = dsy_cruiser_death_player_fuse, 0.000000, 1
mass = 0.000000
hit_pts = 10
root_health_proxy = false For Jormungand;
[CollisionGroup]
explosion_resistance = 0.000000
obj = dsy_dummy_group
separable = true
parent_impulse = 0.000000
child_impulse = 0.000000
fuse = dsy_battleship_death_player_fuse, 0.000000, 1
mass = 0.000000
hit_pts = 10
root_health_proxy = false
About murmillo fix;
Murmillo had osiris fuse
fuse = o_osiris_player_fuse, 0.000000, 1
to
fuse = dsy_battleship_death_player_fuse, 0.000000, 1
Cruiser weapon disarm fix;
in fuse.ini
add this;
[ignite_fuse]
at_t = 0.000000
fuse = dsy_cruiser_disarm_fuse
fuse_t = 0.000000
to dsy_cruiser_death_player_fuse
It should be like this;
[fuse]
name = dsy_cruiser_death_player_fuse
lifetime = 8
death_fuse = true
[destroy_group]
fate = disappear
at_t = 0.000000
group_name = dsy_dummy_group
[ignite_fuse]
at_t = 0.000000
fuse = dsy_cruiser_disarm_fuse
fuse_t = 0.000000
There is 2 dsy_cruiser_death_player_fuse so don't forget to add that to both
Add this fuse to end of the fuse.ini file
[fuse]
name = dsy_cruiser_disarm_fuse
lifetime = 1
death_fuse = false
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret01
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret02
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret03
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret04
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret05
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret06
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret07
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret08
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret09
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret10
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret11
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret12
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret13
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret14
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret15
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret16
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret17
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret18
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret19
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret20
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret21
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret22
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret23
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret24
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpTurret25
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon01
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon02
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon03
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon04
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon05
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon06
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon07
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon08
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon09
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon10
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon11
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon12
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon15
fate = debris
[destroy_hp_attachment]
at_t = 0.000000, 1.000000
hardpoint = HpWeapon16
fate = debris
I don't know maybe devs already fixed them
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