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Saturday, May 24th 2008, 3:15am

adding fuses

Author : Lancer Solurus

UNDERSTANDING FUSES

The key to understanding fuses is that every action is time based. Each event in a fuse's life is completely scripted. This is one area of Freelancer that is rich in the ability to add some expansion where we see fit.

Here is a list of all of the commands currently used by FL. Also, capitalization isn't required.

[Fuse]
name - Nickname of the fuse
death_fuse - true/false - if this is set to true, the player will not die until this fuse is completely run it's course, the player is invulnerable until then, it is best to set it to false
lifetime - how long this fuse will continue to function, needs to be set to a time after your final at_t

[Tumble]
ang_drag_scale - drag induced on the tumbling object
at_t - stands for 'at time', point in time the tumbling starts, this is measured in seconds, can also be a range (2 values, start and end)
throttle - basic spin rate, it has 2 values, a low and high rate
turn_throttle_x - adds additional spin on the x axis, it has a low and high value used to choose random speed
turn_throttle_y - adds additional spin on the y axis, it has a low and high value used to choose random speed
turn_throttle_z - adds additional spin on the z axis, it has a low and high value used to choose random speed

[Destroy_HP_Attachment]
at_t - stands for 'at time', point in time the destruction of the attachment starts, this is measured in seconds, can also be a range (2 values)
fate - what the destroyed attachment turns into, debris & disappear
hardpoint - if an item is on this hardpoint it is destroyed

[Destroy_Group]
at_t - stands for 'at time', point in time the destruction of the group starts, this is measured in seconds, can also be a range (2 values)
fate - what the destroyed attachment turns into, debris & disappear
group_name - this is a group name define in the [Collision_Group] in the shiparch.ini

[Destroy_Root]
at_t - stands for 'at time', point in time the destruction of the whole ship starts, this is measured in seconds, can also be a range (2 values)

[Start_Effect]
at_t - stands for 'at time', point in time the effect starts, this is measured in seconds, can also be a range (2 values)
attached - true/false - the effect is attached to the current object
effect - points to a FX nickname in effects.ini, there are many to choose from
hardpoint - assigns a FX to a specific hardpoint
ori_offset - sets the start of the animation to a specific offset from either the origin of the object or a hardpoint if it is defined, format is x, y, z
particles - the nickname of a particle FX from effects.ini
pos_offset - final position of the FX, format is x, y, z

[Start_Cam_Particles]
at_t - stands for 'at time', point in time the effect starts, this is measured in seconds, can also be a range (2 values)
effect - points to a FX nickname in effects.ini, there are many to choose from
ori_offset - sets the start of the animation to a specific offset from either the origin of the object or a hardpoint if it is defined, format is x, y, z
pos_offset - final position of the FX, format is x, y, z

[Dump_Cargo]
at_t - stands for 'at time', point in time the cargo is jettisoned, this is measured in seconds, can also be a range (2 values)
origin_hardpoint - which hardpoint the jettisoned cargo appears at

[Impulse]
at_t - stands for 'at time', point in time the cargo is jettisoned, this is measured in seconds, can also be a range (2 values)
damage - how much damage is cause, linearly scaled from center of fuse to the outside edge defined by the radius
force - how much force is exerted on nearby objects linearly scaled from the center to the radius
hardpoint - which hardpoint to center the impulse on
pos_offset - offset from the hardpoint the impulse happens, can be used to kick the ship that this impulse was triggered on
radius - this determines how far away the impulse is felt, it is linearly scaled from the center to the radius meaning at the radius nothing will happen

These settings can be used in a continuous script. The FX of just about anything can be changed by using fuses, I've even used fuses to attach FX to ships. Even better it is possible to make ships out of pure FX only.

Your imagination is the only limit here, there are many possibilities when it comes to fuses.

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