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Better core explosions
xX Lord Anubis Xx
Registered Posts: 170
How about when the cores die, there are a bunch of little Half Life 2 explosions on random props, then when the core explodes it unwelds all the props and we add a little force to the explosion, pushing the props away and making real debris, not props falling awkwardly through space and exploding all the way.
EDIT: they would also explode and disappear as they normally do.
EDIT: they would also explode and disappear as they normally do.
Every Human Being has some capacity for evil. It's just that some Humans have a greater capacity for evil than others.
Comments
"I want you to show this world what it means to fear the sky."
This I endorse.
"I want you to show this world what it means to fear the sky."
If Hull less than 5%, get array of all props, unparent, unweld, self destruct core, add random force and rotation.
It didn't always work though, like if the hull was at 6% and someone shot at the ship doing 7% damage, then the core would kill the chip before it had a chance to execute. But the times it did work, it was a spectacular show!
Found the old code!
You have to say !sd to arm the system (otherwise it would explode when pasting the core cause it starts at 0% for a brief second)
The IN input is the core percentage or amount or whatever you want it to be. The SD output gets wired to the Self Destruct Entity. The ALARM output is for debugging. If you use it, be sure to go through the code and change all the Eagle2 specific stuff to your needs (right now its only set to work on caldari cores). It's also set up to 'splode in 5 seconds if you type !boom
There's a lot of redundancies and checks built in to make sure it all goes smoothly, it's probably WAY more complicated than it needs to be (like all my coding) but it works, sometimes...
if (SDA& In<=5000 ) {timer("blow", 10), SDA=0}
5000 being the number used to determine when to explode from the IN input. I had it wired to the Hull raw number.
Let me know if the the thing actually still works. And if it does, take a video of it and post it in here to show the awesomeness of implementing it into the actual core entitys.
and if it doesn't work, fix it, damnit!