also, does anyone out there know how to make the turrets stay alive when they reach a certain hp, or a fuse starts? for example, in the mod i am workin on, the turrets cost a good sum of money, and if they are "killed" i want them to be jettisond into space for the cap ship piolet to tractor in, incase he/she happens to live thru the fight. also it a liberty dread skid thingy gets destroyed, i want the gun on it to be jettisoned. also, any guns that get destroyed should have some sort of way of not getting killed in the explosion.
Although I don’t know how to make it work in the situations you’re describing there is a fuse entry that may help.
<pre><font size=1 face=Courier>[destroy_hp_attachment
at_t = 0.200000
hardpoint = Weapon01 << name of hardpoint, random is valid here
fate = loot << equipment mounted on the hardpoint is ejected as loot, debris and disappear should be valid as well</font></pre>
The problems are that I don’t think I’ve seen any fuses on equipment (even if you can put fuses on equipment I don’t see how you could possibly specify the correct hardpoint), and for some reason this doesn’t seam to work for destructible components. I don’t know why. I hope it’s just been a foolish mistake somewhere on my part, but I can’t get it to work with destructible components.
However, I do have an idea for circumventing first problem. Instead of having a fuse trigger to eject a gun when it reaches so many hp, have a number of fuses trigged by the ship’s hp to eject random weapons. It’s not as neat because the destroyed hardpoints might be on the other side of the hull but it should work.
Edited by - YongeDevil on 10/22/2007 12:48:49 PM
Edited by - YongeDevil on 10/22/2007 12:49:24 PM