Feature #2929

ace_sys_destruction

Added by rocko over 5 years ago. Updated about 5 years ago.

Status:Duplicate Start date:07/20/2009
Priority:Normal Due date:
Assignee:- % Done:

50%

Category:Script
Target version:-
Component: Affected Version:
Close Reason:

Description

Convert ace_sys_destruction


Related issues

related to A.C.E. for OA - Task #3208: ACE2 Alpha 1: Old systems converted Closed 07/31/2009

History

Updated by Maddmatt over 5 years ago

Basic version is up. New burning and fuel explosions.

Now need to create ammo explosions. Anything got an idea on how to calculate what the intensity of ammo explosions should be? Need to approximately measure how much ammo is on board and how explosive it is.

Also need a system to determine whether or not fuel and ammo explosions should be triggered. Can be random, but preferable to take into account hits to the engine for fuel explosions and hits to the hull/turret for ammo explosions. If we create a system to enhance the damage system (via handledamage or whatever) then sharing information between the two systems could accomplish this.

Updated by Maddmatt over 5 years ago

  • Category changed from Conversion to Script

Updated by q1184 over 5 years ago

I'd like for cars not to blow up and/or burn that often, is it possible to make it a rare occurence? In future with a more detailed scripted damage system we could only make them do so when hit with something serious at the right spot, but for now giving it a very slight chance will suffice.
As far as determining the amount of ammo onboard, it's not possible without creating a dummy vehicle of the same kind, passing the magazines to it one by one, and using the 'ammo' command to read how many rounds are left in each. However for a quick and dirty way, you could simply read the amount of rounds in the currently loaded mag and take it as a measure of the overall percentage of ammo left in the vehicle (with some randomization perhaps).

Updated by rocko over 5 years ago

  • % Done changed from 0 to 50

Updated by rocko over 5 years ago

  • Target version deleted (0.3)

Updated by rocko over 5 years ago

For some reason vehicles still have secondary explosions.

Was this by chance adressed in the latest additions to sys_destruction?

Updated by Maddmatt over 5 years ago

rocko wrote:

For some reason vehicles still have secondary explosions.

Was this by chance adressed in the latest additions to sys_destruction?

Why would we want to remove secondary explosions? I know cars shouldn't have those large explosions, if that's what you mean. I'll remove those when I get a chance to work on this some more.

Updated by zGuba over 5 years ago

I did not checked it so far, just hope the ammo won't cook off when vehicle is not burning anymore (like it happens in vanilla) :P

Updated by Maddmatt over 5 years ago

zGuba wrote:

I did not checked it so far, just hope the ammo won't cook off when vehicle is not burning anymore (like it happens in vanilla) :P

That should not happen, vehicles burn for longer and the cooking off was reduced a bit.

Updated by Sickboy over 5 years ago

  • Target version set to 1.0.0

Updated by ViperMaul over 5 years ago

  • Status changed from New to Assigned

Updated by rocko over 5 years ago

  • Target version changed from 1.0.0 to 395

Updated by rocko about 5 years ago

  • Status changed from Assigned to Duplicate
  • Assignee deleted (Maddmatt)

Updated by rocko about 5 years ago

  • Target version deleted (395)

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