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stavpal
Cadet 4th Class

Joined: 17 Sep 2006
Posts: 24

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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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tiqhud
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Joined: 28 Aug 2004
Posts: 1067
Location: this Desktop

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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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_________________ TiqHud - COE
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stavpal
Cadet 4th Class

Joined: 17 Sep 2006
Posts: 24

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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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Imperial_Destroyer
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Age: 26
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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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MLeo
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stavpal
Cadet 4th Class

Joined: 17 Sep 2006
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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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MLeo
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stavpal
Cadet 4th Class

Joined: 17 Sep 2006
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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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USS Frontier
Sovereign-Class Cadet 1st Class


Joined: 19 Sep 2005
Posts: 76

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pretty simple...
change their acceleration or velocity to a different vector.
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_________________ "Revenge is a dish best served cold"
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Imperial_Destroyer
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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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USS Frontier
Sovereign-Class Cadet 1st Class


Joined: 19 Sep 2005
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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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_________________ "Revenge is a dish best served cold"
Old Klingon Proverb
Orca Class WIP <----Needing some help
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