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Author Topic: Hmmm... An idea about making one or more static objects that can blow up real good ;)  (Read 550 times)

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Orge Schwab

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Would stationary ships be easier, I wonder?
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WxTech

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Any stationary object is easy to use this way. A ship is no different than a building. This is the idea I'm mulling, the creation of an object that be put anywhere, which of course means beside or even inside any non-moving object. No issue there.

The placement of such an object bears consideration. If located inside the collision box of another larger object, the outer object will be taking the initial blows. I'm not sure about how the blast and/or splinters from explosive ordnance (cannon shells, bombs, rockets) is treated where another collision box is inside an outer collision box. Do both collision boxes take the blast/splinters at all times (as long as both are within range, of course)?

For purely kinetic ordnance (non-explosive bullets), does the outer box require to first be 'pierced' via destruction? For some number of objects the dead mesh has a collision box also, sometimes identical to that for the undamaged mesh. Does this new collision box then impose the same 'shield' of protection?

Note that in this context we're discussing 'House' type objects which themselves do not generate an explosion message, meaning they do not cause any damage to other objects upon their obliteration.

Adding to the questions I have on such concerns, here's an observation. If a number of objects which require a significant number of bullet/cannon hits to destroy are placed in close proximity, upon the destruction of the one directly hammered, another such object in the line of sight and behind the just-wrecked one takes what seems to be just a single hit to destroy also. (I wonder if a third behind the second would be similarly destroyed--an experiment is in order.) I wonder if there's some oversight in the code, perhaps due to the small interval in time involved. This might well be why we can place an object inside another, even if the collision box of the outer object remains in place. Upon the instant of the outer object's destruction the inner object is also destroyed if hit, perhaps requiring much less hit energy than might be set by design.
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Piotrek1

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WxTech

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Drop tanks and napalm cannisters when burst don't generate blasts like high explosive; when motionless they would make a fireball that just burns stuff in the immediate vicinity. Are those objects defined in static.ini and treated as 'House' Body types, such as Fuel or FuelSmall? Or are they treated like ordnance and given explosive power in a dedicated class? (I haven't downloaded them...)
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)

Piotrek1

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Thank you for your reply and I'm not sure what mine should be :P :-[,
Anyway, I'm glad that you still have new ideas to improve our old simulator and that you want to share them with us.
I hope you won't get bored of implementing these new ideas into the game too quickly,

static.ini entry of the above-mentioned objects:

Quote
//===========================================================================
[***]
TITLE StackedDroptanks
//===========================================================================

[buildings.House$StackedDroptanks_108gal]
Title           StackedDroptanks_108gal
MeshLive        3do/Buildings/Airdrome/DroptanksStackedGround108gal/mono.sim
MeshDead        3do/Buildings/Airdrome/DroptanksStackedGround108gal/mono_d.sim
AlignToLand     1
Body            WoodMiddle
Panzer          0.05

[buildings.House$StackedUSNapalm_BLU1]
Title           StackedUSNapalm_BLU1
MeshLive        3do/Buildings/Airdrome/NapalmStackedGroundBLU1/mono.sim
MeshDead        3do/Buildings/Airdrome/NapalmStackedGroundBLU1/mono_d.sim
AlignToLand     1
Body            WoodMiddle
Panzer          0.05

[buildings.House$StackedUSNapalm_BLU10]
Title           StackedUSNapalm_BLU10
MeshLive        3do/Buildings/Airdrome/NapalmStackedGroundBLU10/mono.sim
MeshDead        3do/Buildings/Airdrome/NapalmStackedGroundBLU10/mono_d.sim
AlignToLand     1
Body            WoodMiddle
Panzer          0.05

[buildings.House$StackedUSNapalm_BLU32]
Title           StackedUSNapalm_BLU32
MeshLive        3do/Buildings/Airdrome/NapalmStackedGroundBLU32/mono.sim
MeshDead        3do/Buildings/Airdrome/NapalmStackedGroundBLU32/mono_d.sim
AlignToLand     1
Body            WoodMiddle
Panzer          0.05

[buildings.House$LayUSNapalm_Mk77]
Title           LayUSNapalm_Mk77
MeshLive        3do/Buildings/Airdrome/NapalmLayGroundMk77/mono.sim
MeshDead        3do/Buildings/Airdrome/NapalmLayGroundMk77/mono_d.sim
AlignToLand     1
Body            WoodMiddle
Panzer          0.05

Best Regards,
Piotrek
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WxTech

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Odd that the Body type for those napalm tanks is WoodMiddle. I would have set FuelSmall or Fuel (the latter certainly for a stack of them.)
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Great minds discuss ideas. Average minds discuss events. Small minds discuss people. - Hyman Rickover (but probably predating his use.)
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