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I need to create a weapon in EVN that causes the ship to explode when it fires it. I'm sure there's a flag like this somewhere, but I can't find it. Can anyone help me?
For reference, what I try to create is basically an escape ship that is part of the original ship. Once the ship is destroyed, the ship's head can be detached to function as auxilliary escape ship which the player can keep. This is done in a simple way: the head is a carried ship. In order to prevent the player from cheating and using the head as escort during battle, the ship has to be destroyed once the head is launched.
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Uh thats unfortunally a very difficult weapon and because i never read something about this in the Ev Nova Bible i dont think it is poddible to do such stuff because the engine doesnt allow it. But im not sure maybe there is way but i dont think so.
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Originally posted by Arion: **I need to create a weapon in EVN that causes the ship to explode when it fires it. I'm sure there's a flag like this somewhere, but I can't find it. Can anyone help me?
**
Yeah, that`s possible. Just set the ammotype to -999. The ship will be destroyed if the weapon is fired.
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I've heard about problems with using an ammotype of -999. If you don't succeed with it, just make a weapon that immediately explodes that kills you with its explosion, and that has a BlastRadius of 1.
And SpaceJunkie, for the record, it's clearly marked in the wëap section of the Nova Bible.
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Of course its easy with a weapon but we are speaking about a weapon(bay) wich is able to send out a ship wich is fully controlled by the player. Or you do a weapon wich changes the graphic of a ship after letting explode the ship (like the escape pod).
To accomplish what you want to do, create your escape ship and check the flag that allows you to use it in lieu of the escape pod. Then create a bay and equip the bay to the ship. I'm pretty sure there's a flag that hides the bay from the secondary display, unless I'm thinking about the flag that hides the weapon from the display only if there's no ammo for the weapon, in which case you'll have to find another solution.
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Originally posted by UE_Research & Development: **To accomplish what you want to do, create your escape ship and check the flag that allows you to use it in lieu of the escape pod. Then create a bay and equip the bay to the ship. I'm pretty sure there's a flag that hides the bay from the secondary display, unless I'm thinking about the flag that hides the weapon from the display only if there's no ammo for the weapon, in which case you'll have to find another solution.:p
That flag makes it a primary weapon.
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Originally posted by -SpaceJunkie-: Of course its easy with a weapon but we are speaking about a weapon(bay) wich is able to send out a ship wich is fully controlled by the player. Or you do a weapon wich changes the graphic of a ship after letting explode the ship (like the escape pod).
Yo...it's not a bay. It's a keycarried ship.
Originally posted by orcaloverbri9: Yo...it's not a bay. It's a keycarried ship.
But it still needs a bay.
This might work: Instead of making the head an escape ship, make the body keycarried (sounds weird, but trust me). The body will then be an escort. Give it little speed, no turning, and negative shield/armor recharge. The body will then explode (delay determined by how large you make the recharge). Downside: it will look weird unless the body sprites are done very well. The exit point should be at the very back and the body's center of rotation should be as far forward as possible.
...except that negative shield/armor regen. doesn't really work.
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Actually it is a bay and the head is the carried ship. That's why I can't use the ammo field and I can't use explosions.
Originally posted by Croikle: **...except that negative shield/armor regen. doesn't really work.
I can confirm that. I tried to make a fighter that would start losing shields and armor as soon as it was launched, to force players flying carriers to bring their fighters back in regularly. It didn't work -- the fighters didn't automatically lose shields/armor.
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Originally posted by Dr. Trowel: **
Make fighters launched by carriers having low amount of ammo (special blasters that use ammo and so on and select 'retreat when out of ammunation'), I guess they'd return to carrier or, well, players would watch escorts just flying around untill they realize that they should recall them xD
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Set the armor of the ship to zero and give the ship a long deathdelay. The ship should start to explode as soon as it is launched.(Unless they changed this in one of the newer versions of Nova and I never heard about it, it should work, becuase I have done it before).
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Originally posted by AnubisTTP: **Set the armor of the ship to zero and give the ship a long deathdelay. The ship should start to explode as soon as it is launched.(Unless they changed this in one of the newer versions of Nova and I never heard about it, it should work, becuase I have done it before).
Hm. If the fighter is already in the process of exploding, will the player be able to recall it into the mother ship for repairs? It seems unlikely, but if it does work that way, it might be useful to both myself and Arion.
Here's another potentially helpful idea for Arion: what happens if a ship has 0 base armor, but comes with a default outfit that grants armor? Would the ship be usable as a player ship but explode if launched as a fighter? Maybe someone else can work out a more practical use for that idea in a scenario that matches what Arion wants; the only way I can see to destroy the mother ship is to have the (unmanned) head explode with a humungous blast if launched to be used as an escort.
The idea of limiting ammo for the fighters might be worth adding to my plug, but it doesn't create quite the behavior I'd prefer. See, the (url="http://"http://home.comcast.net/~drtrowel//misc/Swamp.sit")Swamp(/url) plug involves these biological "fighters" that aren't particularly well designed to survive in space -- I want them to degrade and die/explode if left "outside" too long, and I want the player to be responsible for bringing them back to their bay so that they don't expire.
(Thanks for the tips, Anubis & dzeron.)
Eh I guess I have been misunderstood. I don't want the fighter to explode, I want the mothership to die once the fighter is launched. The fighter (head) must not die. After all, it is the ship that allows the player to survive. Still, I fear ammo = -999 is the only way to do it, so it is impossible with a weapon that uses ammo.
Originally posted by PBoat101: But it still needs a bay.
It does? Wow...told you I didn't know anything about keycarried ships.
I just think that it is impossible to do such a plug because you have to transfer the control from the mothership to the escort. It might perhaps work if you create a ship under your mothership which is automatically borded and can be choosen as own ship when the weapon is launched and is going to destroy your ship. then your new ship becomes invincible for some seconds for your old ship can be destroyed without your new ship takes damage. This is a very difficult and maybe impossible way to create your weapon (i dont think it will work) so my advice is : stop wasting your time with trying to create such a plug its impossible to create in my eyes and i dont think its worth that much work it will need if it is possible to create.
How can you use ammoType -999 for the head bay? Doesn't the ammoType need to be set to the ship ID for the head?
Here's another off-beat possibility for Arion's issue:
Set the mother ship's default armor to zero. Give the "outf" for the escape-head two modtype entries, so that it is both an ammo item for the fighter bay "weap" and an armor modifier. When the escape-head is aboard the (player-controlled) mother-body, it provides armor to prevent the mother-body from exploding. If the player launches (fires) the head to use as an escort, the player-controlled mother-body loses all its armor. Boom.
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!
Is this intended for only the player to use? If so then you could simply swap the player from the mothership into the "head" ship on firing a weapon (see the topic (url="http://"http://www.AmbrosiaSW.com/cgi-bin/ubb/postdisplay.cgi?forum=Forum9&topic;=005316")Flying your own escort(/url) for how to do this). The weapon's explosion graphic would show the mothership being destroyed.
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