impulse and explosion
hi again, 3 main things i would like to know here.
-in the vanilla fl fuse entries, say for the li_dreadnought's engine, there are parts of fuses like this:
[impulse
at_t = 0.050000
hardpoint = HpFX02
pos_offset = 0, 0, 0
radius = 45
force = 200000
damage = 0
i can guess what most of this does, but ingame, i cant see it doing ANYTHING. the main goal is to get these to make the ship move forward at about the speed of...say...250 (on the speed meter) how would this be accomplished?
-the second thing is, ive noticed that every destructble piece has a child and parent impulse. and i was wondering if these could be changed through a fuse entry, like this one:
[destroy_group
at_t = 0.990000
group_name = Leaf01_d1_lod1
fate = debris
>INSERT X HERE<
X = either:
force = 400.0
or
child_impluse = 400.0
parent_impulse = 30.0
has anyone had any luck with this stuff? the reason i wanted it was because i have a "panel explode fuse" that causes a reaction from the..reactor that blows off all the panels (with extreme force!) but if the ship dies normally, i want them to come off differiently.
- the third thing is, with the effect:
[start_effect
effect = gf_explosion_li_battleship_damagefire
hardpoint = HpEngine01
at_t = 0.050000
pos_offset = 0, 0, -70 <<<editable?
ori_offset = 0, 0, -30 <<<editable?
attached = true
where a thing that looks like a small engine move thing shoots out of the reactor (you know what im talking about i hope), can you change the angle it comes out (it awlays shoots to the bottom right) with the marked values?
Edited by - sona1111 on 10/29/2007 10:44:12 AM
-in the vanilla fl fuse entries, say for the li_dreadnought's engine, there are parts of fuses like this:
[impulse
at_t = 0.050000
hardpoint = HpFX02
pos_offset = 0, 0, 0
radius = 45
force = 200000
damage = 0
i can guess what most of this does, but ingame, i cant see it doing ANYTHING. the main goal is to get these to make the ship move forward at about the speed of...say...250 (on the speed meter) how would this be accomplished?
-the second thing is, ive noticed that every destructble piece has a child and parent impulse. and i was wondering if these could be changed through a fuse entry, like this one:
[destroy_group
at_t = 0.990000
group_name = Leaf01_d1_lod1
fate = debris
>INSERT X HERE<
X = either:
force = 400.0
or
child_impluse = 400.0
parent_impulse = 30.0
has anyone had any luck with this stuff? the reason i wanted it was because i have a "panel explode fuse" that causes a reaction from the..reactor that blows off all the panels (with extreme force!) but if the ship dies normally, i want them to come off differiently.
- the third thing is, with the effect:
[start_effect
effect = gf_explosion_li_battleship_damagefire
hardpoint = HpEngine01
at_t = 0.050000
pos_offset = 0, 0, -70 <<<editable?
ori_offset = 0, 0, -30 <<<editable?
attached = true
where a thing that looks like a small engine move thing shoots out of the reactor (you know what im talking about i hope), can you change the angle it comes out (it awlays shoots to the bottom right) with the marked values?
Edited by - sona1111 on 10/29/2007 10:44:12 AM