Fatal weapons (EVN)

Dr. Trowel, that's worth a try. It will cause a problem with the info stats of the ship, but I'm sure I can compensate this.
Thanks.

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Quote

Originally posted by Dr. Trowel:
**This assumes that the engine will evaluate the loss of the ammo+armor outf immediately upon firing, of course. I gotta get back to work, so I can't test now. Sure would be cool if it worked, though!
**

Doesn't the engine still show your fighters in the Player Info even if they're deployed? If so, it would mean that it doesn't evaluate it as actually losing the outfit.

It's kinda mean to kill the player just because he launched a fighter when he shouldn't have. What you need is some way to make it impossible to fire the weapon (launch the fighter), so that it can only be used as an escape ship. Then you could use the ship-swapping method to allow the player to launch the fighter anyway without actually getting killed.

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I know, but I couldn't find another way. That's why I said that the deployment of the head triggers the self-destruction. Still a bit nonsense, as the bridge, where the player is, is actually in the head as well, but if you know a better way, tell me.

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Does a ship require a bay if it's to be used as an escape ship?

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About the idea of an escort having no armor and a long delay, it might not work.
I know in EVN if your ship is destroyed, you lose all piloting and weapons abilities and slow to 0. Maybe that wouldn't happen for escorts, wouldn't know. My $.005

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Guy: yes, it does. You couldn't launch it in any other way, except if it is an escape pod (flag). And there can only be one escape pod in the game, which you can't keep as your own ship.

Klepsacovic: No matter. Either you only launch the ship when the ship explodes (keyboard command: “Eject”), and this is possible only when the ship explodes, or you launch the ship as a weapon (keyboard command: 2nd Trigger), what is supposed to cause the ship to explode, as the undocking of the head automatically triggers the self-destruct.

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Hmmm...

It seems to me that the real problem here is not making the ship explode when the head is launched away, but making it so that the player simply does not have the capability to fire.

Somehow, I don't think it occured to Mr. Burch that someone would want to purposefully create a weapon that could not be fired.

Could you create this effect by making it a "Only fire with KeyCarried aboard" or would this also prevent your ship from launching the head as an escape pod?

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Quote

Originally posted by Zzap212:
**Hmmm...

It seems to me that the real problem here is not making the ship explode when the head is launched away, but making it so that the player simply does not have the capability to fire.

Somehow, I don't think it occured to Mr. Burch that someone would want to purposefully create a weapon that could not be fired.

Could you create this effect by making it a "Only fire with KeyCarried aboard" or would this also prevent your ship from launching the head as an escape pod?
**

If that idea works it would be the perfect solution. Link the keycarried to a ship the player can never carry and then the weapon could never be fired...

On a side note, I've always wanted something like a Delay field for the weapon resource. It would simply wait x amount of frames between when you hit fire and when the weapon is actually fired. It would be so useful for all sorts of weapons.

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(This message has been edited by Guy (edited 05-16-2004).)

Quote

Originally posted by Arion:
**Guy: yes, it does. You couldn't launch it in any other way, except if it is an escape pod (flag). And there can only be one escape pod in the game, which you can't keep as your own ship.

Klepsacovic: No matter. Either you only launch the ship when the ship explodes (keyboard command: “Eject”), and this is possible only when the ship explodes, or you launch the ship as a weapon (keyboard command: 2nd Trigger), what is supposed to cause the ship to explode, as the undocking of the head automatically triggers the self-destruct.

**

Arion, you can trigger self destruction. just keep command - minus pressed. Then you can eject. Problem solved. Or I hope so.

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Quote

Originally posted by Guy:
**
On a side note, I've always wanted something like a Delay field for the weapon resource. It would simply wait x amount of frames between when you hit fire and when the weapon is actually fired. It would be so useful for all sorts of weapons.

**

Well, it is unlikely to happen, but yeah -- I'd like that too. Even better: I'd like the ability to key a sound to the delay period, so you could have the sort of "charging up" effects used (for example) in Mars Rising.

(Desperate attempt to relate post to thread topic)
That sort of thing would be good for a key-ship separation, I suppose.
(/Desperate attempt to relate post to thread topic)

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Quote

Originally posted by Dr. Trowel:
**Well, it is unlikely to happen, but yeah -- I'd like that too. Even better: I'd like the ability to key a sound to the delay period, so you could have the sort of "charging up" effects used (for example) in Mars Rising.

(Desperate attempt to relate post to thread topic)
That sort of thing would be good for a key-ship separation, I suppose.
(/Desperate attempt to relate post to thread topic)
**

Heh. The reason I mentioned it was because I was thinking of ways to prevent a weapon from firing. While this wouldn't actually stop the weapon from firing we can easily add to the wishful thinking: A value of -1 will cause the weapon to not fire at all! As for the sounds - Just add the charging up effect to the start of the firing sound and have the whole thing play as soon as you hit fire.

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If you give the ship a weapon that is a bay with the escape ship in it, then only give it one of that ammo, and the number of weapons is zero, then it will basically be a fighter one can only fly.

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Quote

Originally posted by Emmit Gandlodder:
**If you give the ship a weapon that is a bay with the escape ship in it, then only give it one of that ammo, and the number of weapons is zero, then it will basically be a fighter one can only fly.

**

Didd you even read the posts? The problem is not thet, but how to also make the ship launchable, but destroy the mother ship upon launch

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Quote

Originally posted by Emmit Gandlodder:
**If you give the ship a weapon that is a bay with the escape ship in it, then only give it one of that ammo, and the number of weapons is zero, then it will basically be a fighter one can only fly.
**

What are you talking about? You can't give a ship a weapon if the number of weapons is zero. Then it simply won't have the weapon at all and you won't be able to use the escape ship.

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Emmit Gandlodder: for very good reason (in terms of logistics), an outfit can be ammunition or a weapon, but not both

Quote

Did you even read the posts? The problem is not that, but how to also make the ship launchable, but destroy the mother ship upon launch

Or make it so that the player can't launch it at all.

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I should have been a tad bit more clear on this one.

The effect that Arion is looking for is to make part of the ship "detachable" and use it a fancy escape ship. He also wants to make sure that one cannot lauch the escape ship before you are exploding so you can't have the "detachable" part flying around with you as an escort.

I came up with this solution a while ago, trying to make the Galaxy Class starship from Star Trek. If you have seen the seventh movie, you know that the saucer section of the starship can be separated from the remainder of the ship in case of a destructive breakdown in the ship's warp core.

To accomplish this effect, I created a weapon, that was a bay, and launched Galaxy Class saucer sections. That is all the weap resource did.
After that, you create an outf for the weapon and ammo so that it isn't erased from your ship the next time you visit an outfitters. That way you have a separable Saucer section that one can launch on command.

To make sure that a player can't launch it and use it as an escort, in the ship resource, set the WeapID to the ID of the Saucer Section bay, but set it so WeapCount is 0. Then set the AmmoCount to 1. Make sure that the ship resource for the Saucer section is checked as an escape ship.

If you test this in the game, upon death, you can escape you detonating ship in the Saucer Section, but it will not show up as any of the secondary weapons, and it will not fire with the primary fire.

Trust me, I've done this, and it worked.

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That is very cool. I'll try to get someone to confirm that independently, but if it does work as you say, major kudos to you. 🙂

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Can you fly the escape ship around? Or do you end up "rescued" as usual with the regular escape pod?

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Quote

Originally posted by Nutter:
**Can you fly the escape ship around? Or do you end up "rescued" as usual with the regular escape pod?
**

That's what an escape ship is for. It lets you fly away in another ship rather than just launching a silly little pod.

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Quote

Originally posted by Emmit Gandlodder:
**I should have been a tad bit more clear on this one.

The effect that Arion is looking for is to make part of the ship "detachable" and use it a fancy escape ship. He also wants to make sure that one cannot lauch the escape ship before you are exploding so you can't have the "detachable" part flying around with you as an escort.

I came up with this solution a while ago, trying to make the Galaxy Class starship from Star Trek. If you have seen the seventh movie, you know that the saucer section of the starship can be separated from the remainder of the ship in case of a destructive breakdown in the ship's warp core.

To accomplish this effect, I created a weapon, that was a bay, and launched Galaxy Class saucer sections. That is all the weap resource did.
After that, you create an outf for the weapon and ammo so that it isn't erased from your ship the next time you visit an outfitters. That way you have a separable Saucer section that one can launch on command.

To make sure that a player can't launch it and use it as an escort, in the ship resource, set the WeapID to the ID of the Saucer Section bay, but set it so WeapCount is 0. Then set the AmmoCount to 1. Make sure that the ship resource for the Saucer section is checked as an escape ship.

If you test this in the game, upon death, you can escape you detonating ship in the Saucer Section, but it will not show up as any of the secondary weapons, and it will not fire with the primary fire.

Trust me, I've done this, and it worked.

**

Not bad. (means: wow! awesome find!) Plus, by hitting command-somethingyousetupinyourcontrols, you can tell your ship to self destruct, so you can use it anytime (well, you need to destruct your ship, but it makes sense).

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