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Xerrakis Woes

Posted: Fri Jun 15, 2012 3:22 pm
by Ded10c
Been at this for an hour now, still not gotten anywhere.

The Xerrakis' current method of detonation is thus:

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Place flaremine  >  mine fires bullet  >  mine expires
                                          bullet explosion deals damage over 25m radius and half-destroys Xerrakis
That means, of course, that it takes two shots to destroy the Xerrakis. That's what I'm trying to eliminate.

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Place flaremine  >  mine fires bullet  >  mine explosion deals damage over 25m radius
                                          bullet deals kinetic damage and destroys Xerrakis
For some unknown reason, this doesn't work. The damage from the bullet never gets dealt, only that from the mine's explosion (which works out the same way as the old method). If I remove the explosion from the mine and leave just the bullet's kinetic damage, then the ship is destroyed in one shot.

The mine has a lifespan of 0.01 and triggerdelay of 0.0, so it should be firing the bullet before it explodes, but it seems the mines explosion is somehow stopping the bullet from being launched at all.


Some scenarios;

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LONG LIFESPAN
Settings:  lifespan = 10.0  explosionname = "kamiordxpl"
Result:  No bullet damage dealt (presumably no bullet launched), only explosion damage

NO EXPLOSION
Settings:  lifespan = 0.1  explosionname not defined
Result:  No explosion, but bullet damage is dealt
I've also tried keeping the bullet explosion on the bullet, and simply giving it kinetic damage, but that nullified the bullet damage as well.

Re: Xerrakis Woes

Posted: Fri Jun 15, 2012 3:31 pm
by Red Spot
Could you split it up in an extra step? When I read your post I can only assume the game simply doesnt like to 'do' both effects at the same time/from the same source.

I'd see that I get 2 independend effects out of the weapon and try to combine them from there on. As you already know you're bound to run into some form of limitation somewhere along the path.

^Just a brainfart :)

Re: Xerrakis Woes

Posted: Fri Jun 15, 2012 5:46 pm
by Zero Angel
Then change the way it works. For example, change the weapon type to, say, a salvo launcher. It fires a bullet or bullets that have a shotSpeed of 0.1m/s and lifespan of <1 second and an xplExpire that actually causes the self-damaging effects.

Re: Xerrakis Woes

Posted: Fri Jun 15, 2012 6:23 pm
by MrTwosheds
You should now have the ability to set an individual weapon/explosions team damage to on,
[ExplosionClass]
FriendlyFireDamage = true
so It should be possible to cut out all the flare mine etc bits and just fire a gun that will destroy the ship, even if its 200m up...
This may cause issues with the explosion ground effects though.
You might want to make the big boom actually be the ship explosion.
You may want to set the collision damage on the xerrakis to something dangerously high too, :) just to make them extra dangerous/vulnerable

Re: Xerrakis Woes

Posted: Fri Jun 15, 2012 9:19 pm
by General BlackDragon
Just make it fire a bullet that has xplExpire that does Friendly Fire?

Re: Xerrakis Woes

Posted: Fri Jun 15, 2012 9:20 pm
by Nielk1
My thoughts are to add two weapons to the same hardpoint. Both would be cannons that fire a bullet that on contact or expire detonate with a friendly fire damaging explosion. One of these would be the current "core" explosion and the other would be a tiny one just to bring the ship to the point of death.

However, as this is for BZRAP and we are already looking at using a minor bit of DLL code to replicate the old 1.2 weapon crate behavior that when you give a weapon to a ship with both a combat and assault hardpoint of that type you get both weapon types from said crate. As such, we could easily just make the ship drop a trigger mine that the DLL detects and blows up the ship. (Similar to how I did in my old Recon Mine, only better, since better DLL functions now exist.)