Author Topic: Disabling NanoFX Core breach explosions  (Read 5604 times)

Offline El

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Disabling NanoFX Core breach explosions
« on: August 30, 2006, 03:00:47 PM »
Hope someone can help me on this.

Is it possible to disable the core breach explosion for specific ships, ideally in the ship plugin.

I'd really like to turn it of for some (smaller) ships, and only have it for others when the warp core (or another critical system that I specify) is destoyed, but not the hull or bridge for example.

Even if the Warp Core is hit, there should be a % chance it explodes......

Offline MLeo

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Disabling NanoFX Core breach explosions
« Reply #1 on: August 30, 2006, 04:48:00 PM »
In the first case, not directly, and I'm afraid it isn't possible (so far) for the second.

In your first example, if you scale the power to be really low, then it would look as if there wasn't an explosion. All the other systems would need to be scaled as low as well.



Though, I think a newer version that would support this kind of specifications is a better alternative.
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Offline NanoByte

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Re: Disabling NanoFX Core breach explosions
« Reply #2 on: February 07, 2008, 02:22:28 PM »
Crap this post is old, hope you have solved it by now...... but here is my suggestion

You could write an IF statement in the code based off the power level of the ship...... mmm it's been so long and I haven't checked the code, but I think I did something similar if the warp core was ejected, checking the power level of the ship and if it was Zero, then to not do the Warp Core Nova Explosion.  This could be used if your smaller ships have a low power level and you adjust the code to be...

If MaxPowerLevel < 200 (or whatever you want to set your limit to for small ships)
    DoNothing
Else
    DoNanoSuperDuperNovaExplosion (or whatever I called it lol)

boy did I go crazy with littering the scripts with the word "nano" lol



Offline MLeo

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Re: Disabling NanoFX Core breach explosions
« Reply #3 on: February 07, 2008, 03:41:01 PM »
Or slightly more configuration ability in the plugin. ;)


[EDIT] I don't mind (constructive) thread resurrections in this forum.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

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Offline El

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Re: Disabling NanoFX Core breach explosions
« Reply #4 on: February 07, 2008, 06:15:41 PM »
Nano, there's nothing wrong with a bit of self promotion.

How easy would this be to impliment, is it something that would need to patch onto NanoFX?

Offline MLeo

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Re: Disabling NanoFX Core breach explosions
« Reply #5 on: February 07, 2008, 06:18:53 PM »
To do this properly, 2 conditionals (can be folded into 1 if statement at the beginning of the responsible function, one for the config, and one for the ship plugin config) and a change to the UMM plugin (and I suppose every other menu version for compatibility).
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

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Offline El

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Re: Disabling NanoFX Core breach explosions
« Reply #6 on: February 07, 2008, 06:47:53 PM »
Ok, that sounds like a lot of work.

Offline NanoByte

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Re: Disabling NanoFX Core breach explosions
« Reply #7 on: February 07, 2008, 06:58:00 PM »
ummm ya and I'm not at all familiar with any other mods that work in conjunction with NanoFX anymore....

All I was talking about was changing the ExplosionFX script :P

Picard_1

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Re: Disabling NanoFX Core breach explosions
« Reply #8 on: February 08, 2008, 12:18:49 AM »
Well for God Sakes man, do up a patch!  :D

Offline MLeo

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Re: Disabling NanoFX Core breach explosions
« Reply #9 on: February 08, 2008, 06:38:07 AM »
It's not all that much work.
Just a bit of a bother to be pushing out all those (overwriting) files, and different configurations (aside for different menu modules, why can't everyone use UMM?), and what about other peoples fixes?


Granted, there are a couple of easy technique's to make this work easier. I might whip something up, although I hardly have the time for it. :S

And I want to make a "better" NanoFX (no offense intended to you Nano), which is modular and hopefully more customizable, with general improvements to NanoFX (see the blinker issue, for which I already fixed the cloaking, destroyed ship and MVAM problems).
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

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Offline El

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Re: Disabling NanoFX Core breach explosions
« Reply #10 on: February 08, 2008, 07:45:57 AM »
Maybe a NanoFX 2.5 or 3, you can include all the 'fix's', improvments and modularisation, then you wouldn't have to worry (as much) about it interfering with other mods as its a 'new version', you could even get better integration with ftech for example.

Free time permitting of coures!!.

Offline MLeo

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Re: Disabling NanoFX Core breach explosions
« Reply #11 on: February 08, 2008, 07:50:03 AM »
...you could even get better integration with ftech for example...
I have been thinking of stuff along those lines... Not exactly FTech, but a, say, a FoundationFX or something like that.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

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Offline Kirk

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Re: Disabling NanoFX Core breach explosions
« Reply #12 on: February 08, 2008, 11:16:47 PM »
I think that releasing an updated/ improved NFX would be awesome, but that is NOT a mod request.

Offline NanoByte

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Re: Disabling NanoFX Core breach explosions
« Reply #13 on: February 09, 2008, 12:50:31 AM »
An update to NanoFX 2.0 is not all that likely since I am diverting all my efforts towards the NanoFX Game Engine atm.

But who knows I did fire up BC last weekend and played a bit of single player..... then I got bored again. lol

Picard_1

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Re: Disabling NanoFX Core breach explosions
« Reply #14 on: February 09, 2008, 01:05:39 AM »
We'll just let that good ol fashioned BC engine work its magic on you.

Picard_1

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Explosion Script
« Reply #15 on: February 09, 2008, 02:31:19 AM »
Nano,

Back to your previous posts you stated two things:

Quote
1. All I was talking about was changing the script in ExplosionFX

2. If MaxPowerLevel < 200 (or whatever you want to set your limit to for small ships)
    DoNothing
Else
    DoNanoSuperDuperNovaExplosion (or whatever I called it lol)

Would you implement that line under ##Create Nova WarpCore Nano Explosion Sequence

or

##Create Large Nano Explosion Sequence


Offline El

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Re: Disabling NanoFX Core breach explosions
« Reply #16 on: February 09, 2008, 06:43:15 AM »
Off topic removed and thread cleaned, Kirk and Picard please keep it civil and on topic. Thx

Offline MLeo

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Re: Explosion Script
« Reply #17 on: February 09, 2008, 08:25:13 AM »
Would you implement that line under ##Create Nova WarpCore Nano Explosion Sequence
or
##Create Large Nano Explosion Sequence
That would be in the function CreateNanoExpNovaSeq somewhere near the top, basicly it would return an empty TGSequence.
I still can't read peoples minds, nor can I read peoples computers, even worse, I can't combine the two to read what is going wrong with your BC install...

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Offline Bren

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Re: Disabling NanoFX Core breach explosions
« Reply #18 on: February 21, 2008, 11:10:19 AM »
On a more superficial level, I've been toying with the idea of releasing a tecxture pack for NanoFX2.0b that replaces a lot of Sean's cartoony-but-pretty ring effects with more cannon large explosions and sphere-shockwaves. I did something similar in the days of NanoFX 1.0, which was nice.
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Offline NanoByte

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Re: Disabling NanoFX Core breach explosions
« Reply #19 on: February 21, 2008, 02:45:05 PM »
Sure Bren go for it! :)