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shock wave

 
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stavpal

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Post Posted: 09-20-2006 06:47 AM Post subject: shock wave

Is there a way to emulate a "shock wave" so when a warp core explodes etc...the ships close enough are whisked away by the force? (like in st:insurrection)
...or am I asking too much?

Also, why when a ship explodes the ships near it don't take any serious damage, but when you dump the warp core and shoot it....ka boom...anyone who is near is severely damaged?

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Post Posted: 09-20-2006 12:11 PM Post subject:

By using Nano FX (better visual aspect)
, and if the power is high enough in the exploding ships HP, the near by ships will take Serious damage i


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stavpal

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Post Posted: 09-20-2006 01:04 PM Post subject:

yeah but they don't move away from the explosion as if a "shock wave" hit them.
I guess that's not possible in bc...unless....hmmm....if one can create a script in Nanofx2 (similar to the nova explosion in nfx2)so that depending on the distance the ships are thrown away at variable speed (the greater the distance the less the speed) and are being flipped (turned around) until they finally stop.
Maybe something to do with "collision" but depending on the distance the speed of the ship changes...argghhh I don't know how to do it!

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Post Posted: 09-20-2006 01:52 PM Post subject:

actually there are torps that do this with a certain mod, can't remember what that mod was, when they hit, they would modify the velocity of the craft, stop it, cause it to spin, or give it a "push" in a direction
maybe you could combine the two


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Post Posted: 09-20-2006 05:07 PM Post subject:

Torpedoes do this by nature.Wink


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Post Posted: 09-21-2006 11:55 AM Post subject:

yeah you're right. I found out that the
Code:
def GetLaunchSpeed():
   return([i]decimal number[/i])
controls the speed of the torpedo and thus the speed of the ship it'll hit. But how can that be "imported" into NanoFX?

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Post Posted: 09-21-2006 05:02 PM Post subject:

You don't.

BC does this already.Wink


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Post Posted: 09-21-2006 05:20 PM Post subject:

yeah I mean to "emulate" a torpedo (from the shock wave)...or...I don't know...
Basically how to set that the ships that the shock wave hit start moving

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Post Posted: 09-21-2006 07:38 PM Post subject:

pretty simple...

change their acceleration or velocity to a different vector.


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Post Posted: 09-22-2006 02:20 PM Post subject:

no, i mean there is a script out there that can add a huge amount of movement will little damage, the Jean Luc Picard class ship has torps like this
you may have to create a new script that gets called when the explosion occurs that would take the power and do some calcs that would create a velocity mod field that would be applied at the same time the shock wave hit


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Post Posted: 09-22-2006 04:15 PM Post subject:

Oh about that yees, it's the FTA 2 mod i think, it haves the Chronoton, Poleron, Repulsion and Hyperion torpedos, the readme says the Repulsion repels a ship violently.


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