Mon Oct 22, 2007 11:43 am by sona1111
*sigh*
i need more help, for some reason the parts dont work, heres the code in shiparch:
[Ship
ids_name = 237032
ids_info1 = 459846
ids_info2 = 459851
ids_info3 = 459851
ids_info = 459851
ship_class = 2
nickname = li_dreadnought
LODranges = 0, 600, 800, 1000, 1500, 2000, 3000, 20000
msg_id_prefix = gcs_refer_shiparch_Libb
mission_property = can_use_berths
type = FIGHTER
mass = 15000
hold_size = 250
linear_drag = 7680
fuse = l_dreadnought_fuse_player, 0.500000, 1
fuse = li_dreadnought_burning_fuse_player03, 0.000000, 17325
max_bank_angle = 1
camera_offset = 160, 700
camera_angular_acceleration = 0.05
camera_horizontal_turn_angle = 5
camera_vertical_turn_up_angle = 5
camera_vertical_turn_down_angle = 5
camera_turn_look_ahead_slerp_amount = 4
nanobot_limit = 0
shield_battery_limit = 0
hit_pts = 120000000
DA_archetype = ships\liberty\li_dreadnought\li_dreadnought.cmp
material_library = ships\liberty\li_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
cockpit = cockpits\liberty\te_li_dreadnought.ini
explosion_arch = explosion_rh_battleship
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 9000000000000, 9000000000000, 9000000000000
angular_drag = 60000000000000, 60000000000000, 60000000000000
rotation_inertia = 9600000000000, 9600000000000, 9600000000000
nudge_force = 1
strafe_force = 0
bay_door_anim = Sc_open baydoor
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpDockMountA
HP_bay_external = HpDockPointA02
num_exhaust_nozzles = 1
HP_tractor_source = HpDockMountA
hp_type = hp_turret_special_9, HpTurret_L1_01, HpTurret_L2_01, HpTurret_L3_01, HpTurret_L4_01, HpTurret_L4_02, HpTurret_L4_03, HpTurret_L4_04, HpTurret_L4_05, HpTurret_L4_06, HpTurret_L4_07, HpTurret_LM_01, HpTurret_LM_02, HpTurret_LT_01, HpTurret_LM_03, HpTurret_LM_04, HpTurret_LT_02
[CollisionGroup
obj = Leaf01_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small01, 0.000000, 1
hit_pts = 5000
root_health_proxy = true
[CollisionGroup
obj = Leaf02_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 300.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small02, 0.000000, 1
hit_pts = 5000
root_health_proxy = true
[CollisionGroup
obj = Leaf03_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small03, 0.000000, 1
hit_pts = 5000
root_health_proxy = true
[CollisionGroup
obj = Leaf04_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small04, 0.000000, 1
hit_pts = 5000
root_health_proxy = true
[CollisionGroup
obj = Leaf05_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 600.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small05, 0.000000, 1
hit_pts = 5000
root_health_proxy = true
[CollisionGroup
obj = Leaf06_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small06, 0.000000, 1
hit_pts = 5000
root_health_proxy = true
[CollisionGroup
obj = Leaf07_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small07, 0.000000, 1
hit_pts = 5000
root_health_proxy = true
[CollisionGroup
obj = Leaf08_d1_lod1
separable
parent_impulse = 60.0
child_impulse = 500.0
debris_type = cap_ship_piece
mass = 10.0
fuse = li_dreadnought_burning_fuse_player_small08, 0.000000, 1
hit_pts = 5000
root_health_proxy = true
[CollisionGroup
obj = Li_bottom_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = li_dreadnought_burning_fuse_player03, 0.0, 17325
dmg_obj = li_dread_bottom_cap
dmg_hp = DpBottom
hit_pts = 20000
root_health_proxy = false
[CollisionGroup
obj = Li_cntrltwr_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
dmg_obj = li_dread_tower_cap
dmg_hp = DpCntrltwr
hit_pts = 15000
root_health_proxy =false
[CollisionGroup
obj = Li_rear_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = li_dreadnought_burning_fuse_player04, 0.0, 17325
dmg_obj = li_dread_rearsection_cap
dmg_hp = DpRearsection
hit_pts = 700000
root_health_proxy = false
[CollisionGroup
obj = Li_nose_lod1
separable
parent_impulse = 60.0
child_impulse = 2000.0
debris_type = cap_ship_piece2
mass = 50.0
fuse = l_dreadnought_break_head_fuse_player, 0.000000, 1
fuse = li_dreadnought_burning_fuse_player01, 0.0, 17325
group_dmg_hp = DpFrnt
group_dmg_obj = li_dread_front_cap
hit_pts = 50000
root_health_proxy = false
[CollisionGroup
obj = Li_frnt_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = l_dreadnought_break_head_fuse_player, 0.000000, 1
fuse = li_dreadnought_burning_fuse_player02, 0.0, 17325
dmg_obj = li_dread_midsection_cap
dmg_hp = DpMidsection
hit_pts = 100000
root_health_proxy = false
[CollisionGroup
obj = Li_port_skid_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = l_dreadnought_port_skid_fuse_player, 0.0, 1
dmg_obj = li_dread_port_skid_cap
dmg_hp = DpPortskid
hit_pts = 8000
root_health_proxy = false
[CollisionGroup
obj = Li_starboard_skid_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = l_dreadnought_star_skid_fuse_player, 0.0, 1
dmg_obj = li_dread_starboard_skid_cap
dmg_hp = DpStarboardskid
hit_pts = 8000
root_health_proxy = false
[CollisionGroup
obj = Li_reactor_core_lod1
separable
parent_impulse = 60.0
child_impulse = 500.0
debris_type = cap_ship_piece2
mass = 20.0
fuse = l_dreadnought_engine_fuse_player, 7.000000, 1
hit_pts = 4000
root_health_proxy = false
[CollisionGroup
obj = Li_reactor_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = l_dreadnought_engine_fuse_player, 7.000000, 1
hit_pts = 75000
root_health_proxy = true
[CollisionGroup
obj = Li_engine_lod1
separable
parent_impulse = 60.0
child_impulse = 10.0
debris_type = debris_vanish
mass = 200.0
fuse = l_dreadnought_engine_fuse_player, 7.000000, 1
dmg_obj = li_dread_engine_cap
dmg_hp = DpEngine
hit_pts = 75000
root_health_proxy = false
[Simple
nickname = li_dread_bottom_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_bottom.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000
[Simple
nickname = li_dread_tower_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_cntrltwr.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000
[Simple
nickname = li_dread_engine_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_engine.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000
[Simple
nickname = li_dread_front_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_front.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000
[Simple
nickname = li_dread_midsection_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_midsection.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000
[Simple
nickname = li_dread_port_skid_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_port_skid.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000
[Simple
nickname = li_dread_rearsection_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_rearsection.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000
[Simple
nickname = li_dread_starboard_skid_cap
DA_archetype = Ships\liberty\li_dreadnought\li_dreadnought_dmg_starboard_skid.3db
material_library = ships\liberty\li_capships.mat
mass = 10.0
hit_pts = 200
LODranges = 0, 20000
------------------------------------------
and heres the code in fuse file "fuse_li_dreadnought_player":
[fuse
name = l_dreadnought_fuse_player
lifetime = 15
death_fuse = true
[ignite_fuse
at_t = 0.200000
fuse = l_dreadnought_break_head_fuse_player
fuse_t = 0.000000
[ignite_fuse
at_t = 0.500000
fuse = l_dreadnought_root_death_fuse_player
fuse_t = 0.000000
[ignite_fuse
at_t = 0.600000
fuse = l_dreadnought_engine_fuse_player
fuse_t = 0.000000
[ignite_fuse
at_t = 0.990000
fuse = l_dreadnought_engine_fuse_player
fuse_t = 0.000000
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight16
at_t = 0.050000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = explosion_sfx_csx_sectional04
hardpoint = HpEngine01
at_t = 0.050000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpFrnt
at_t = 0.100000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = explosion_sfx_csx_large04
hardpoint = HpEngine01
at_t = 0.100000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight18
at_t = 0.150000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight23
at_t = 0.200000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight21
at_t = 0.250000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = HpEngine01
at_t = 0.250000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight26
at_t = 0.300000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight25
at_t = 0.350000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight28
at_t = 0.400000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = explosion_sfx_csx_flash01
hardpoint = HpEngine01
at_t = 0.400000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight14
at_t = 0.450000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = explosion_sfx_csx_large03
hardpoint = HpEngine01
at_t = 0.450000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight32
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight13
at_t = 0.550000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = explosion_sfx_csx_sectional02
hardpoint = HpEngine01
at_t = 0.550000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight30
at_t = 0.600000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight04
at_t = 0.650000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight01
at_t = 0.700000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = explosion_sfx_csx_large04
hardpoint = HpEngine01
at_t = 0.700000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight05
at_t = 0.750000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = explosion_sfx_csx_sectional04
hardpoint = HpRunningLight05
at_t = 0.750000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = HpRunningLight32
at_t = 0.800000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpFX02
at_t = 0.850000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = explosion_sfx_csx_flash01
hardpoint = HpFX02
at_t = 0.850000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpEngine
at_t = 0.900000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpEngine01
at_t = 0.950000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = explosion_sfx_csx_sectional02
hardpoint = HpEngine01
at_t = 0.950000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[fuse
name = l_dreadnought_break_head_fuse_player
lifetime = 3
[ignite_fuse
at_t = 0.100000
fuse = l_dreadnought_port_skid_fuse_player
fuse_t = 0.000000
[ignite_fuse
at_t = 0.700000
fuse = l_dreadnought_star_skid_fuse_player
fuse_t = 0.000000
[start_effect
effect = explosion_sfx_csx_large05
hardpoint = DpMidsection
at_t = 0.990000
pos_offset = 0, 0, 70
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpbig
hardpoint = DpMidsection
at_t = 0.700000
pos_offset = -10, 30, 70
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpbig
hardpoint = DpMidsection
at_t = 0.990000
pos_offset = -30, 20, 70
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = explosion_sfx_csx_sectional04
hardpoint = DpMidsection
at_t = 0.990000
pos_offset = 0, 0, 70
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpbig
hardpoint = DpStarboardskid
at_t = 0.990000
pos_offset = 30, -20, 70
ori_offset = 0, 0, 0
attached = true
[destroy_group
at_t = 0.990000
group_name = Li_frnt_lod1
fate = debris
[destroy_group
at_t = 0.990000
group_name = Li_nose_lod1
fate = debris
[fuse
name = l_dreadnought_root_death_fuse_player
lifetime = 15
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpRearsection
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpMidsection
at_t = 0.600000
pos_offset = 30, 20, 20
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpMidsection
at_t = 0.620000
pos_offset = -40, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = explosion_sfx_csx_monster01
hardpoint = DpRearsection
at_t = 0.660000
pos_offset = -40, 0, 20
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpMidsection
at_t = 0.680000
pos_offset = 40, 0, 10
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpMidsection
at_t = 0.710000
pos_offset = 0, 30, 0
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpRearsection
at_t = 0.730000
pos_offset = 0, 0, -20
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpRearsection
at_t = 0.760000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpMidsection
at_t = 0.790000
pos_offset = 0, 20, 10
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpRearsection
at_t = 0.800000
pos_offset = 0, 0, 10
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpMidsection
at_t = 0.840000
pos_offset = -30, 0, 20
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpMidsection
at_t = 0.880000
pos_offset = 0, 40, 10
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpRearsection
at_t = 0.900000
pos_offset = 30, -20, 0
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_li_capexplosion03popper
hardpoint = DpMidsection
at_t = 0.940000
pos_offset = 10, 40, 20
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpRearsection
at_t = 0.950000
pos_offset = 0, 10, -20
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = explosion_sfx_csx_large04
hardpoint = DpRearsection
at_t = 0.970000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpMidsection
at_t = 0.970000
pos_offset = 0, 0, 20
ori_offset = 0, 0, 0
attached = false
[start_effect
[start_effect
effect = gf_explosion_li_battleship_mainexpbig
hardpoint = DpMidsection
at_t = 0.970000
pos_offset = 0, 50, 45
ori_offset = 0, 0, 0
attached = false
[start_effect
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpRearsection
at_t = 0.970000
pos_offset = 50, 50, 30
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = DpMidsection
at_t = 0.970000
pos_offset = -50, 50, 30
ori_offset = 0, 0, 0
attached = false
[start_effect
[start_effect
effect = explosion_sfx_csx_sectional02
hardpoint = DpRearsection
at_t = 0.990000
pos_offset = 0, 0, 20
ori_offset = 0, 0, 0
attached = true
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[destroy_hp_attachment
at_t = 0.100000
hardpoint = random
fate = debris
[start_cam_particles
effect = gf_whiteflash
at_t = 0.95
pos_offset = 0, 0, -20
ori_offset = 0, 0, 0
[dump_cargo
at_t = 0.000000
origin_hardpoint = HpMount
[dump_cargo
at_t = 1.000000
origin_hardpoint = HpMount
[destroy_root
at_t = 1.000000
[fuse
name = l_dreadnought_port_skid_fuse_player
lifetime = 0.100000
death_fuse = false
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight07
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight09
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect
effect = explosion_sfx_csx_sectional03
hardpoint = DpPortskid
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[fuse
name = l_dreadnought_star_skid_fuse_player
lifetime = 0.100000
death_fuse = false
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight12
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpRunningLight11
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = explosion_sfx_csx_sectional01
hardpoint = DpStarboardskid
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[fuse
name = l_dreadnought_engine_fuse_player
lifetime = 7
[impulse
at_t = 0.050000
hardpoint = HpFX02
pos_offset = 0, 0, 0
radius = 45
force = 200000
damage = 0
[start_effect
effect = gf_explosion_li_battleship_damagefire
hardpoint = HpEngine01
at_t = 0.050000
pos_offset = 0, 0, -70
ori_offset = 0, 0, -30
attached = true
[start_effect
effect = explosion_sfx_csx_sectional01
hardpoint = HpEngine01
at_t = 0.050000
pos_offset = 0, 0, -70
ori_offset = 0, 0, 0
attached = true
[impulse
at_t = 0.110000
hardpoint = HpFX02
pos_offset = 0, 0, 0
radius = 45
force = 150000
damage = 0
[start_effect
effect = gf_explosion_li_battleship_damagefire
hardpoint = HpEngine01
at_t = 0.110000
pos_offset = 0, 0, -70
ori_offset = 0, 0, 105
attached = true
[start_effect
effect = explosion_sfx_csx_sectional03
hardpoint = HpEngine01
at_t = 0.110000
pos_offset = 0, 0, -70
ori_offset = 0, 0, 0
attached = true
[impulse
at_t = 0.210000
hardpoint = HpFX02
pos_offset = 0, 0, 0
radius = 45
force = 250000
damage = 0
[start_effect
effect = gf_explosion_li_battleship_damagefire
hardpoint = HpEngine01
at_t = 0.210000
pos_offset = 0, 0, -70
ori_offset = 0, 0, -120
attached = true
[start_effect
effect = gf_explosion_li_battleship_damagefire
hardpoint = HpEngine01
at_t = 0.210000
pos_offset = 0, 0, -70
ori_offset = 0, 0, -165
attached = true
[start_effect
effect = explosion_sfx_csx_sectional02
hardpoint = HpEngine01
at_t = 0.210000
pos_offset = 0, 0, -70
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = HpFX02
at_t = 0.350000
pos_offset = 10, 30, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpFX02
at_t = 0.350000
pos_offset = 10, 30, 0
ori_offset = 0, 0, 0
[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = HpFX02
at_t = 0.400000
pos_offset = -30, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpFX02
at_t = 0.400000
pos_offset = -30, 0, 0
ori_offset = 0, 0, 0
[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = HpFX02
at_t = 0.500000
pos_offset = 0, -30, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpFX02
at_t = 0.500000
pos_offset = 0, -30, 0
ori_offset = 0, 0, 0
[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = HpFX02
at_t = 0.700000
pos_offset = -20, 20, 0
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpFX02
at_t = 0.700000
pos_offset = -20, 20, 0
ori_offset = 0, 0, 0
[impulse
at_t = 0.910000
hardpoint = HpFX02
pos_offset = 0, 0, 0
radius = 45
force = 300000
damage = 0
[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = DpRearsection
at_t = 0.900000
pos_offset = 0, 0, 20
ori_offset = 0, 0, 0
attached = true
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpFX02
at_t = 0.900000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
[start_effect
effect = gf_explosion_li_battleship_mainexpsmall
hardpoint = HpEngine01
at_t = 0.970000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
[start_effect
effect = explosion_sfx_csx_sectional05
hardpoint = DpRearsection
at_t = 0.970000
pos_offset = 0, 0, 20
ori_offset = 0, 0, 0
attached = true
[fuse
name = li_dreadnought_burning_fuse_player01
lifetime = 5.000000
death_fuse = false
[start_effect
effect = explosion_sfx_csx_large02
hardpoint = HpMount
at_t = 0.000000
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight18
hardpoint = HpRunningLight19
[fuse
name = li_dreadnought_burning_fuse_player02
lifetime = 5.000000
death_fuse = false
[start_effect
effect = explosion_sfx_csx_large03
hardpoint = HpMount
at_t = 0.000000
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight07
hardpoint = HpRunningLight08
hardpoint = HpRunningLight09
hardpoint = HpRunningLight10
hardpoint = HpRunningLight11
hardpoint = HpRunningLight12
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight18
hardpoint = HpRunningLight19
hardpoint = HpRunningLight20
hardpoint = HpRunningLight21
hardpoint = HpRunningLight22
hardpoint = HpRunningLight23
hardpoint = HpRunningLight24
hardpoint = HpRunningLight25
hardpoint = HpRunningLight26
hardpoint = HpRunningLight27
at_t = 1.000000
attached = true
[fuse
name = li_dreadnought_burning_fuse_player03
lifetime = 5.000000
death_fuse = false
[start_effect
effect = explosion_sfx_csx_large04
hardpoint = HpMount
at_t = 0.000000
[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight28
hardpoint = HpRunningLight29
hardpoint = HpRunningLight30
hardpoint = HpRunningLight31
hardpoint = HpRunningLight32
hardpoint = HpRunningLight33
hardpoint = HpRunningLight34
at_t = 0.000000
attached = true
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight28
hardpoint = HpRunningLight29
hardpoint = HpRunningLight30
hardpoint = HpRunningLight31
hardpoint = HpRunningLight32
hardpoint = HpRunningLight33
hardpoint = HpRunningLight34
at_t = 0.500000
attached = true
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight28
hardpoint = HpRunningLight29
hardpoint = HpRunningLight30
hardpoint = HpRunningLight31
hardpoint = HpRunningLight32
hardpoint = HpRunningLight33
hardpoint = HpRunningLight34
at_t = 1.000000
attached = true
[fuse
name = li_dreadnought_burning_fuse_player04
lifetime = 5.000000
death_fuse = false
[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight01
hardpoint = HpRunningLight02
hardpoint = HpRunningLight03
hardpoint = HpRunningLight04
hardpoint = HpRunningLight05
hardpoint = HpRunningLight06
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight01
hardpoint = HpRunningLight02
hardpoint = HpRunningLight03
hardpoint = HpRunningLight04
hardpoint = HpRunningLight05
hardpoint = HpRunningLight06
at_t = 1.000000
attached = true
[fuse
name = li_dreadnought_burning_fuse_player_small01
lifetime = 5.000000
death_fuse = false
[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight01
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight06
at_t = 1.000000
attached = true
[fuse
name = li_dreadnought_burning_fuse_player_small02
lifetime = 5.000000
death_fuse = false
[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight12
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight32
at_t = 1.000000
attached = true
[fuse
name = li_dreadnought_burning_fuse_player_small03
lifetime = 5.000000
death_fuse = false
[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight02
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight11
at_t = 1.000000
attached = true
[fuse
name = li_dreadnought_burning_fuse_player_small04
lifetime = 5.000000
death_fuse = false
[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight09
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight25
at_t = 1.000000
attached = true
[fuse
name = li_dreadnought_burning_fuse_player_small05
lifetime = 5.000000
death_fuse = false
[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight33
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight19
at_t = 1.000000
attached = true
[fuse
name = li_dreadnought_burning_fuse_player_small06
lifetime = 5.000000
death_fuse = false
[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight17
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight30
at_t = 1.000000
attached = true
[fuse
name = li_dreadnought_burning_fuse_player_small07
lifetime = 5.000000
death_fuse = false
[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight24
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight25
at_t = 1.000000
attached = true
[fuse
name = li_dreadnought_burning_fuse_player_small08
lifetime = 5.000000
death_fuse = false
[start_effect
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000
[start_effect
effect = gf_continuous_fire
hardpoint = HpRunningLight28
at_t = 0.000000
attached = true
[start_effect
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight03
at_t = 1.000000
attached = true
sorry for posting so much code, but heres what happens. I cant actullay see the picese in the switch to target view because im only playing the server with myself. i shot at battleship missuri to test it (while facing it head on, so all or most of the shots hit my ship at the nose) and for some reason, my health went down, even though i set its root health proxy to false! also it never broke, just eventullay killed me.
Note: it shouldent have that many hit points, or a price of "1" thoes were just for testing, also i suspect that the problem may be either that the fuse file has _player after it, or something in thoes "simple" entries, as i never touched thoes at all.
Edited by - sona1111 on 10/22/2007 12:47:51 PM