Exhaust

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Charlie
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Exhaust

Post by Charlie »

'm doing something that would be improved by having the exhaust plume attached to a sub-entitiy rather than the ship itself.

No success here.

Can it be done?

Thanks.
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Wolfwood
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Post by Wolfwood »

If you simply change the coordinates of the main object's exhaust plumes so that they coincide with the subentity, it should be possible. So, you determine the positions with the main entity, but provide coordinates so that they belong to the sub-entity.

Of course, if your ship is frangible and the sub-entity gets destroyed, you'll have an extra exhaust plume flying alongside your ship.

I'd also appreciate a way to give sub-entities some cargo capacity. I had an idea of an external cargo pod that could be destroyed and harvested without hurting the main ship, but this turned out to be impossible, since the subentity ignored the cargo determinants. :?
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Post by DaddyHoggy »

@Wolfwood - yeh I'd like to know how to do this too - I've started to play with an idea of retexturing some Boas and Pythons that only appear in Cor.S and Dem's that are based on my OO-Haul advert that I did for Doc - but I wantd them to be "towing a trailer" - which of course would be full of goodies because why else would you be towing one?

Perhaps if the subentity ignores the cargo values we could make it a special ship with special AI that just sits behind the central line of the ship instead?

Just a couple of pennies worth of mullings from a very green newbie...
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Dr. Nil
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Re: Exhaust

Post by Dr. Nil »

Yea. Subentities for subentities and equipment as subentities gets my vote too.
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Charlie
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Post by Charlie »

@ Wolfwood:
Thanks, that's what I've done ( with the potential problem you've suggested )
The sub-entity in question is animated, so if the exhaust plume was attached to it I'd get some pretty patterns... 8)

I've not fully tested it yet but I've just done a ship ( for imminent release ) that has a frangable cargo pod :shock:
( If testing proves sucessful )

How?
1) Do your ship + sub-entity cargo-pod.
2) Using death_actions for said cargo-pod, set it to eject any cargo you wish to 'loose' & blow that up if you want.
3) The sneaky bit is defining a seperate ship ( sans cargo-pod ) that the death_action forces you to change to. :D
4) The reverse could be done if you want to add the pod as a purchaseable item.
This dodge has lots of other potential uses...

:? ?

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Dr. Nil
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Post by Dr. Nil »

Charlie wrote:
This dodge has lots of other potential uses...
Oh yes. Looking forward to this. I hope it works out as planned.
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Post by Charlie »

me too :D
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