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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion Discovery Mod Balance
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Removal of the "Death Animation" from capital ships

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Removal of the "Death Animation" from capital ships
Offline Thyrzul
05-27-2016, 01:32 PM,
#31
The Council
Posts: 4,684
Threads: 115
Joined: Sep 2011

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.

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
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Offline Mao
05-27-2016, 01:35 PM,
#32
Member
Posts: 2,680
Threads: 165
Joined: Aug 2009

And that's wrong because.... ?

[Image: ZZ0gBOD.png]
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Offline Thyrzul
05-27-2016, 01:37 PM,
#33
The Council
Posts: 4,684
Threads: 115
Joined: Sep 2011

Is it?

[Image: OFPpYpb.png][Image: N1Zf8K4.png][Image: LnLbhul.png]
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Offline Mao
05-27-2016, 01:51 PM,
#34
Member
Posts: 2,680
Threads: 165
Joined: Aug 2009

Y u do dis? Q_Q

Back on the subject:
[Image: x5Lbye6D9kXza.gif]
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Offline Mephistoles
05-27-2016, 02:16 PM,
#35
Gas Miners Guild
Posts: 2,347
Threads: 91
Joined: Jun 2013

Surely merely fixing the broken fuses would be preferable to simply nuking them all.

Sigma & GMG Discord Chat: https://discord.gg/d4j3W4v

[Image: stDvDRX.jpg]
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Offline Titan*
05-27-2016, 04:53 PM, (This post was last modified: 05-27-2016, 05:17 PM by Titan*.)
#36
Developer
Posts: 1,075
Threads: 88
Joined: Jul 2013

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
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Offline sasapinjic
05-27-2016, 06:04 PM, (This post was last modified: 05-27-2016, 06:32 PM by sasapinjic.)
#37
Member
Posts: 1,693
Threads: 32
Joined: Apr 2015

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 ) ! (sun)
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 ! Sad
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 !

[Image: rRK7Pya.png]
[+]Spoiler
welcome to Loberty [Image: qmJkeAC.png][Image: 546f6d6e95.gif]
^ where you can get Freelancer ISO , in emergency

These two spoilers were too big so now they're both one ~Champ
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Offline Titan*
08-01-2016, 12:02 PM,
#38
Developer
Posts: 1,075
Threads: 88
Joined: Jul 2013



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;
[+]Spoiler
[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;
[+]Spoiler
[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
[+]Spoiler
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
[+]Spoiler
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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