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Someone posted how to fix the Fuse thing for caps

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Someone posted how to fix the Fuse thing for caps
Offline sindroms
10-18-2016, 01:33 PM,
#1
Member
Posts: 9,436
Threads: 985
Joined: Feb 2008

And I lost it the thing...
Please?

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
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Offline Venkman
10-18-2016, 01:33 PM, (This post was last modified: 10-18-2016, 01:34 PM by Venkman.)
#2
Fellow Junker
Posts: 3,498
Threads: 222
Joined: Jun 2011

I am expecting 20e on my PayPal account 1st.

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Offline Inferno
10-18-2016, 01:44 PM,
#3
[LN]
Posts: 949
Threads: 97
Joined: Apr 2016

Wat. There was a fix and Spazzy lost it?!
WHY DID YOU ABANDON US
WHY!!!

Uh...I don't know what you are talking about. I just derp around. Sorry.
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Offline Sombs
10-18-2016, 01:51 PM,
#4
Three orange cats in a mech
Posts: 6,811
Threads: 502
Joined: Feb 2014

Where is titan?




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Offline Titan*
10-18-2016, 01:59 PM, (This post was last modified: 10-18-2016, 02:07 PM by Titan*.)
#5
Developer
Posts: 1,075
Threads: 88
Joined: Jul 2013

(08-01-2016, 12:02 PM)Titan* Wrote:

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

There is also a fix for this (weapons doesnt fall off)bug in my capitalship fuse animations
So durandal said these animations will be added this year and that bug will be fixed im sure about that
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Offline Operator
10-18-2016, 02:06 PM,
#6
Member
Posts: 1,068
Threads: 60
Joined: Apr 2015

(10-18-2016, 01:51 PM)Sombra Hookier Wrote: Where is titan?

Here he is
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Offline sindroms
10-18-2016, 02:13 PM,
#7
Member
Posts: 9,436
Threads: 985
Joined: Feb 2008

(bow)

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Reply  
Offline sindroms
10-18-2016, 02:16 PM,
#8
Member
Posts: 9,436
Threads: 985
Joined: Feb 2008

Help.
I just a thing.

--------------
PSA: If you have been having stutter/FPS lag on Disco where it does not run as smoothly as other games, please look at the fix here: https://discoverygc.com/forums/showthrea...pid2306502
----------
Reply  
Offline Yeggito
10-18-2016, 02:18 PM, (This post was last modified: 10-18-2016, 02:19 PM by Yeggito.)
#9
Member
Posts: 130
Threads: 10
Joined: Jan 2014

Yes. So ridiculous, so good.

Inactive; hope to be back at some point

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Offline Epo
10-18-2016, 02:18 PM,
#10
Member
Posts: 1,706
Threads: 109
Joined: Jul 2014

Weird to say, but it looks much better than regular snub boom-boom.
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