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Using Mass variable in Shipfile

  1. #1

    Using Mass variable in Shipfile

    Hi everyone;

    I'm looking for input or advice on using the mass property in ship variable files to make good effects in the game. I've experimented a little with these before but haven't ever done anything exciting. I'm really look to use Ship Mass in my mod for some cool effects, for example:

    --Have a torpedo hit a medium-sized capital ship and have the ship drift sideways from impact.
    --Have fighters get knocked off-course by explosions.

    From the Graveyard:
    Ship Physics
    Mass

    mass = <fMass>: Mass in kilograms of the ship. Used to determine damage in a collision.
    collisionMultiplier = <fMultiplier>: Multiplier to collision damage from a kamikaze attack.
    Missiles don't have a mass property in their configuration component, is there another way to accomplish this effect? What 'values' are actually used that make a difference, since it seems the variable can hold any number. Have people played around with numbers that actually work and show a good effect? Is it possible to have explosions cause 'drift' by using the mass property?

    In my torpedo hits a capital ship example, what would be an example value for mass property or other variables that would need to be set to accomplish this effect? Anyone had any luck with anything similar? Thanks for your help all;

    Typh.

  2. #2
    Member ajlsunrise's Avatar
    Join Date
    Jun 2008
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    Binaryland
    In the weapons file:
    AddWeaponResult(NewWeaponType, "Hit", "Push", "Target", <fMinValue>, <fMaxValue>, "");
    I'm not exactly sure what the relationship is between the values and how far the ship gets moved (mass to push ratio). You can try experimenting with them though.

    -- Edit: --
    From The Graveyard:
    "Push" moves the target toward or away from the attacker a random amount based on the value of the fMinimumEffect and fMaximumEffect arguments. Positive numbers push targets away, while negative numbers pull them closer. The actual amount the target is moved depends on the target's mass.

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