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Old 01-10-17, 06:07 PM   #1
gap
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@ Kendras

What is the minimum armor level of the aircraft you are using for your tests (considering CollionableObject's AL of the plane and the AL of its wings/engine)? It is probably something between 0.5 and 2. If so, have you tried setting the AP value of the spawned explosive charge and of the dummy rockets on the racks to 0? To be sure also set the minimum radius of the explosive charge smaller than the maximum radius (let's say 0 and 0.1 for a start) and set Min and MaxEF to the same value (let's say double the hit points required for the dummy rocket to be destroyed).

If you followed these instructions and the plane still gets destroyed before the rockets in its racks, then I am afraid there is not alternative but reducing the Min and MaxEF of the explosive and the HP of the dummy rockets to something veeeery low. The plane would still get damaged, but the damage would be so modest that the player won't notice it. The downside is that the rockets would disappear from under the wings even when they are subject to enemy fire, but I think we can live with it
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Old 01-10-17, 06:46 PM   #2
Kendras
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Quote:
Originally Posted by gap View Post
What is the minimum armor level of the aircraft you are using for your tests (considering CollionableObject's AL of the plane and the AL of its wings/engine)?
AL/HP (armor level/hitpoints) :
unit "Avenger" = 1/300
front wings = 11/110
engine = 14/70

explosive charge spawned :
MinEF=1
MaxEF=10
AP=100
MinRadius=0
MaxRadius=0,000000001

Rocket new zone :
Multiplier=1
Flotability=0
HitPoints=5
Destructible=Yes
Armor Level=90
Critic Flotation=0
Critical=No
FloodingTime=1
CargoType=None
Crash Depth=10
Effect1=#plane_on_fire, 50

Quote:
Originally Posted by gap View Post
It is probably something between 0.5 and 2. If so, have you tried setting the AP value of the spawned explosive charge and of the dummy rockets on the racks to 0?
No, maybe I will try this.

Quote:
Originally Posted by gap View Post
To be sure also set the minimum radius of the explosive charge smaller than the maximum radius (let's say 0 and 0.1 for a start) and set Min and MaxEF to the same value (let's say double the hit points required for the dummy rocket to be destroyed).
Already tested.

I'm trying another solution. If I fail, I will try a bit more with your/TDW solution.
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Old 01-10-17, 07:18 PM   #3
gap
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Try with these values:

explosive charge spawned
MinEF=1000
MaxEF=1000
AP=0
MinRadius=0
MaxRadius=0.1

Rocket new zone
Multiplier=1
Flotability=0
HitPoints=500
Destructible=Yes
Armor Level=0
Critic Flotation=0
Critical=No
FloodingTime=1
CargoType=None
Crash Depth=1000

If the Avenger still explodes, try reducing charge's Min/MaxEF and rocket's HitPoints to 2 and 1 respectively (I am not sure whether decimal numbers are valid HP entires; if they are, something like 0.25 and 0.0625 respectively, would be even better...)

If the Avenger finally doesn't explode but the dummy rockets don't disappear, try increasing a bit the max radius of the explosive charge and moving gun's muzzles away from the dummy rocket. It is possible that if an explosion happens within an object, that object can't get damaged (i.e. the explosion must impact its damage box from outside)
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Old 01-10-17, 07:31 PM   #4
Kendras
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Quote:
Originally Posted by gap View Post
It is possible that if an explosion happens within an object, that object can't get damaged (i.e. the explosion must impact its damage box from outside)
Yeah, I though about that too. But the spawned explosion has no speed.
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Old 01-10-17, 09:12 PM   #5
Kendras
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I've found how to prevent the plane to explode. But the rockets still don't disappear ...

Further tests tomorrow, mayge the night will teach me something ...
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Old 01-11-17, 03:39 AM   #6
gap
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Quote:
Originally Posted by Kendras View Post
I've found how to prevent the plane to explode.


Did you apply my suggested settings or how else did you manage doing that?

Quote:
Originally Posted by Kendras View Post
But the rockets still don't disappear ...
Quote:
Originally Posted by Kendras View Post
But the spawned explosion has no speed.
I didn't suggest the explosion to move away from the dummy rocket due to its own speed, but you to move the muzzle that the explosion generates from away from the rocket

Doing that might be unpractical, because muzzle's position in the 3D world, is also where the real rockets spawn from after being fired, and they departing the plane several cm away from their supposed initial position would look a bit odd.
There is a possible workaround though: get a basic mesh, attach it to the rocket rail as a separate object, place it near the position of the virtual rocket gun muzzle but not on top of it (neither its 3D mesh nor its damage box should overlap the muzzle), make it invisible, and set it to be destroyable applying to it the new damage zone. Set then the node of the dummy rocket model as a child of the invisible mesh. If everything works well, the invisible equipment should get destroyed by the explosion (just like aircraft wings and engine before your tweak), and its child rocket model should disappear from the SHIII world...
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Old 01-11-17, 09:41 PM   #7
Kendras
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disappointing ..... nothing is working ..... yet.
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