iTrafficCreation and iScriptedOrders
Re:
20 years 10 months ago
I would move that piece and the task start out of the atomic statement. Actually, just have the little disrupt loop inside the atomic.
Then put a 1 second or two delay between the disrupt loop finishing and the LSDI explosion placement. I am guessing that the creation is happening, but it is being created and placed atomically while the player is still in LDS. The engine is taking a little time to react to the disrupt and so the explosions ends up about 100,000km behind the player somewhere.
Always wise to check the creation of the sim however. (looks good from here, but who knows).
Then put a 1 second or two delay between the disrupt loop finishing and the LSDI explosion placement. I am guessing that the creation is happening, but it is being created and placed atomically while the player is still in LDS. The engine is taking a little time to react to the disrupt and so the explosions ends up about 100,000km behind the player somewhere.
Always wise to check the creation of the sim however. (looks good from here, but who knows).
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Re:
20 years 10 months agoThat is the most logical explanation.Originally posted by GrandpaTrout
and so the explosions ends up about 100,000km behind the player
somewhere.
Sorry, I hadn't noticed the player is in LDS when the script runs.
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Re:
20 years 10 months ago
Code updated again. Closed atomic statement to just the while loop. Added in a slight delay between disrupt and explosion placement. Still not sure how to get that lovely green static effect you get in the game when an ldsi missile expolodes near you. Will keep looking at it though.
Will now start looking at some of the other ideas that were listed.
Next to look at: Remote pilot of Pods to dock with own freighter.
Will now start looking at some of the other ideas that were listed.
Next to look at: Remote pilot of Pods to dock with own freighter.
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Re:
20 years 10 months ago
Oh, I get it (after looking at the ini file you're using)
You need to change the values in it because they are normally scaled
by the values in the missile or mine ini used.
Copy the file ldsi_missile_explosion.ini and rename it say to
ldsi_trap_explosion.ini.
Then change the following values to:
final_radius=15000.0
lifetime = 5.0
front_depth = 0.1
leave the other values unchanged
In your script, change the file name and path:
i.e. blast = Sim.Create ( "ini:/sims/explosions/ldsi_missile_explosion", "Pirate Trap" );
To the new ini name and the path where ever you have it
stored.
Btw.: "ldsi=1" in the ini file is what makes the green explosion
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You need to change the values in it because they are normally scaled
by the values in the missile or mine ini used.
Copy the file ldsi_missile_explosion.ini and rename it say to
ldsi_trap_explosion.ini.
Then change the following values to:
final_radius=15000.0
lifetime = 5.0
front_depth = 0.1
leave the other values unchanged
In your script, change the file name and path:
i.e. blast = Sim.Create ( "ini:/sims/explosions/ldsi_missile_explosion", "Pirate Trap" );
To the new ini name and the path where ever you have it
stored.
Btw.: "ldsi=1" in the ini file is what makes the green explosion
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Re:
20 years 10 months ago
Cool! Thanks for that MajorTom. Still learning about the relationships of the ini resource files to things.
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Re:
20 years 10 months agoOriginally posted by MajorTom
Btw.: "ldsi=1" in the ini file is what makes the green explosion
Umm, more correctly the green explosion is the combination of an
object of:
[Class]
name=icShockwave
with
ldsi=1
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