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Kusari battleship server crash

 
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cata123
Adv. Ensign



Joined: May 22, 2010
Posts: 16
Location: Romania

Status: Offline
PostPosted: Sat Aug 21, 2010 10:22 am Post subject: Kusari battleship server crash Reply with quote

Hi all .
I have a problem in my mod (including capitalship encounters) with kusari battleship : when i try to destroy it appears one explosion and after that server crash .
Here are the lines of code in some inis :
Shiparch.ini
Code:
;===================== Kusari Battleship =======================
[Ship]
ids_name = 237025
ids_info = 66553
nickname = ku_battleship
LODranges = 0, 900, 1500, 2500, 20000
msg_id_prefix = gcs_refer_shiparch_Kusb
mission_property = can_use_large_moors
type = CAPITAL
DA_archetype = ships\kusari\ku_battleship\ku_battleship.cmp
material_library = ships\kusari\ku_capships.mat
material_library = fx\envmapbasic.mat
envmap_material = envmapbasic
linear_drag = 1.000000
mass = 100000.000000
hold_size = 75000
nanobot_limit = 2000
shield_battery_limit = 2000
hit_pts = 675000
explosion_arch = explosion_rh_battleship
surface_hit_effects = 0, small_hull_hit_light01, small_hull_hit_light02, small_hull_hit_light03
surface_hit_effects = 150, small_hull_hit_medium01, small_hull_hit_medium02, small_hull_hit_medium03
surface_hit_effects = 300, small_hull_hit_heavy01, small_hull_hit_heavy02, small_hull_hit_heavy03
steering_torque = 1501900032.000000, 1501900032.000000, 1501900032.000000
angular_drag = 13200000000.000000, 13200000000.000000, 13200000000.000000
rotation_inertia = 15000000512.000000, 15000000512.000000, 15000000512.000000
nudge_force = 3000000.000000
bay_doors_open_snd = hanger_doors_opening
bay_doors_close_snd = hanger_doors_closing
HP_bay_surface = HpBayDoor01
HP_bay_external = HpBayDoor02
fuse = ku_battleship_body_fuse, 0.500000, 1
fuse = ku_battleship_burning_fuse02, 0.500000, 17325
HP_tractor_source = HpTractor_Source
num_exhaust_nozzles = 4
shield_link = k_freighter_shield01, HpMount, HpShield01
hp_type = hp_freighter_shield_special_10, HpShield01
explosion_resistance = 0.900000
[CollisionGroup]
obj = ku_cntrltwr_lod1
parent_impulse = 10.000000
child_impulse = 10.000000
debris_type = debris_vanish
mass = 50.000000
separable = true
fuse = ku_battleship_body_fuse, 0.000000, 1
dmg_hp = DpCntrltwr
dmg_obj = ku_battleship_dmg_tower_cap
hit_pts = 675000
root_health_proxy = true
explosion_resistance = 0.200000
[CollisionGroup]
obj = Ku_nose_lod1
parent_impulse = 10.000000
child_impulse = 5000.000000
debris_type = cap_ship_piece2
mass = 200.000000
separable = true
fuse = ku_battleship_body_fuse, 0.000000, 1
fuse = ku_battleship_burning_fuse01, 0.500000, 17325
group_dmg_obj = ku_battleship_dmg_nose_cap
group_dmg_hp = DpNose
hit_pts = 675000
root_health_proxy = true
explosion_resistance = 0.200000
[CollisionGroup]
obj = ku_front_lod1
parent_impulse = 10.000000
child_impulse = 10.000000
debris_type = debris_vanish
mass = 80.000000
separable = true
fuse = ku_battleship_body_fuse, 0.000000, 1
fuse = ku_battleship_burning_fuse01, 0.000000, 17325
dmg_obj = ku_battleship_dmg_front_cap
dmg_hp = DpFront
hit_pts = 675000
root_health_proxy = true
explosion_resistance = 0.200000
[CollisionGroup]
obj = Ku_rear_lod1
parent_impulse = 10.000000
child_impulse = 10.000000
debris_type = debris_vanish
mass = 80.000000
separable = true
fuse = ku_battleship_body_fuse, 0.000000, 1
fuse = ku_battleship_burning_fuse03, 0.000000, 17325
dmg_obj = ku_battleship_dmg_rear_cap
dmg_hp = DpRear
hit_pts = 675000
root_health_proxy = true
explosion_resistance = 0.200000
[CollisionGroup]
obj = Ku_engine_lod1
parent_impulse = 10.000000
child_impulse = 5000.000000
debris_type = cap_ship_piece2
mass = 200.000000
separable = true
fuse = ku_battleship_body_fuse, 0.000000, 1
fuse = ku_battleship_burning_fuse04, 0.000000, 17325
group_dmg_obj = ku_battleship_dmg_engine_cap
group_dmg_hp = DpEngine
hit_pts = 675000
root_health_proxy = true
explosion_resistance = 0.200000
[CollisionGroup]
obj = Ku_port_engine01_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 300.000000
debris_type = debris_vanish
mass = 3.000000
fuse = ku_battleship_engine_fuse, 0.000000, 1
dmg_obj = ku_battleship_dmg_port_engine01_cap
dmg_hp = DpPortengine01
hit_pts = 675000
root_health_proxy = true
explosion_resistance = 0.200000
[CollisionGroup]
obj = Ku_port_engine02_lod1
fuse = ku_battleship_engine_fuse, 0.000000, 1
dmg_obj = ku_battleship_dmg_port_engine01_cap
dmg_hp = DpPortengine02
separable = true
parent_impulse = 600.000000
child_impulse = 300.000000
debris_type = debris_vanish
mass = 3.000000
hit_pts = 675000
root_health_proxy = true
explosion_resistance = 0.200000
[CollisionGroup]
obj = Ku_port_fan_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 80.000000
debris_type = cap_ship_piece
mass = 3.000000
fuse = ku_battleship_body_fuse, 0.000000, 1
hit_pts = 150000
root_health_proxy = true
explosion_resistance = 0.200000
[CollisionGroup]
obj = Ku_port_spikemount_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 150.000000
debris_type = cap_ship_piece
mass = 4.000000
fuse = ku_battleship_body_fuse, 0.000000, 1
hit_pts = 150000
root_health_proxy = true
explosion_resistance = 0.200000
[CollisionGroup]
obj = Ku_star_engine01_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 100.000000
debris_type = cap_ship_piece
mass = 3.000000
fuse = ku_battleship_engine_fuse, 0.000000, 1
dmg_obj = ku_battleship_dmg_starboard_engine01_cap
dmg_hp = DpStarboardengine01
hit_pts = 675000
root_health_proxy = true
explosion_resistance = 0.200000
[CollisionGroup]
obj = Ku_star_engine02_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 100.000000
debris_type = cap_ship_piece
mass = 3.000000
fuse = ku_battleship_engine_fuse, 0.000000, 1
dmg_obj = ku_battleship_dmg_starboard_engine02_cap
dmg_hp = DpStarboardengine02
hit_pts = 675000
root_health_proxy = true
explosion_resistance = 0.200000
[CollisionGroup]
obj = Ku_star_fan_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 100.000000
debris_type = cap_ship_piece
fuse = ku_battleship_body_fuse, 0.000000, 1
mass = 2.000000
hit_pts = 150000
root_health_proxy = true
explosion_resistance = 0.200000
[CollisionGroup]
obj = Ku_star_spikemount_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 150.000000
debris_type = cap_ship_piece
fuse = ku_battleship_body_fuse, 0.000000, 1
mass = 4.000000
hit_pts = 150000
root_health_proxy = true
explosion_resistance = 0.200000
[Simple]
nickname = ku_battleship_dmg_tower_cap
DA_archetype = Ships\kusari\ku_battleship\ku_battleship_dmg_cntrltwr.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 900, 20000
[Simple]
nickname = ku_battleship_dmg_nose_cap
DA_archetype = Ships\kusari\ku_battleship\ku_battleship_dmg_frnt.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 900, 20000
[Simple]
nickname = ku_battleship_dmg_front_cap
DA_archetype = Ships\kusari\ku_battleship\ku_battleship_dmg_mid.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 900, 20000
[Simple]
nickname = ku_battleship_dmg_rear_cap
DA_archetype = Ships\kusari\ku_battleship\ku_battleship_dmg_mid2.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 900, 20000
[Simple]
nickname = ku_battleship_dmg_engine_cap
DA_archetype = Ships\kusari\ku_battleship\ku_battleship_dmg_rear.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 900, 20000
[Simple]
nickname = ku_battleship_dmg_port_engine01_cap
DA_archetype = Ships\kusari\ku_battleship\ku_battleship_dmg_port_eng1.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 900, 20000
[Simple]
nickname = ku_battleship_dmg_starboard_engine01_cap
DA_archetype = Ships\kusari\ku_battleship\ku_battleship_dmg_starboard_eng1.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 900, 20000
[Simple]
nickname = ku_battleship_dmg_starboard_engine02_cap
DA_archetype = Ships\kusari\ku_battleship\ku_battleship_dmg_starboard_eng2.3db
material_library = ships\kusari\ku_capships.mat
mass = 1000.000000
LODranges = 0, 900, 20000

explosions.ini
Code:
[explosion]
nickname = explosion_rh_battleship
lifetime = 0.000000, 0
process = disappear
effect = explosion_sfx_csx_flash01, 0.000000

fuse_ku_battleship.ini
Code:
[fuse]
name = ku_battleship_body_fuse
lifetime = 15
death_fuse = true

[ignite_fuse]
at_t = 0.250000
fuse = ku_battleship_head_fuse
fuse_t = 0.000000
[ignite_fuse]
at_t = 0.500000
fuse = ku_battleship_cntrl_twr_fuse
fuse_t = 0.000000
[ignite_fuse]
at_t = 0.500000
fuse = ku_battleship_root_death_fuse
fuse_t = 0.000000
[ignite_fuse]
at_t = 0.750000
fuse = ku_battleship_rear_fuse
fuse_t = 0.000000
[ignite_fuse]
at_t = 0.900000
fuse = ku_battleship_engine_fuse
fuse_t = 0.000000

[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = HpRunninglight08
at_t = 0.010000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_flash01
hardpoint = HpRunninglight08
at_t = 0.010000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = HpRunninglight07
at_t = 0.100000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = HpFX02
at_t = 0.150000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_flash01
hardpoint = HpFX02
at_t = 0.150000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[destroy_hp_attachment]
at_t = 0.180000
hardpoint = HpTurret_k3_01
fate = debris
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
at_t = 0.180000
hardpoint = HpTurret_k3_01
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = HpFX01
at_t = 0.200000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_sectional01
hardpoint = HpFX01
at_t = 0.200000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_hp_attachment]
at_t = 0.023000
hardpoint = HpTurret_k3_02
fate = debris

[start_effect]
effect = explosion_sfx_csx_sectional04
at_t = 0.023000
hardpoint = HpTurret_k3_02
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = HpTurret_k3_09
at_t = 0.250000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = HpFX03
at_t = 0.300000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_flash01
hardpoint = HpFX03
at_t = 0.300000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_hp_attachment]
at_t = 0.320000
hardpoint = HpTurret_k3_10
fate = debris

[start_effect]
effect = gf_explosion_ku_battleship_flashbang
at_t = 0.320000
hardpoint = HpTurret_k3_10
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_hp_attachment]
at_t = 0.340000
hardpoint = HpTurret_k3_09
fate = debris
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
at_t = 0.340000
hardpoint = HpTurret_k3_09
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_large04
at_t = 0.340000
hardpoint = HpTurret_k3_09
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = HpTurret_k1_04
at_t = 0.350000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = HpTurret_k1_06
at_t = 0.400000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_large05
hardpoint = HpTurret_k1_06
at_t = 0.400000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_hp_attachment]
at_t = 0.420000
hardpoint = HpTurret_k1_03
fate = debris

[start_effect]
effect = gf_explosion_ku_battleship_smallexp
at_t = 0.420000
hardpoint = HpTurret_k1_03
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_flash01
hardpoint = HpRunninglight02
at_t = 0.450000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
at_t = 0.420000
hardpoint = HpRunninglight02
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
at_t = 0.420000
hardpoint = HpRunninglight09
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_hp_attachment]
at_t = 0.470000
hardpoint = HpTurret_k1_07
fate = debris

[start_effect]
effect = gf_explosion_ku_battleship_smallexp
at_t = 0.470000
hardpoint = HpTurret_k1_07
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_sectional03
at_t = 0.470000
hardpoint = HpTurret_k1_07
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = HpFX05
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_hp_attachment]
at_t = 0.520000
hardpoint = HpTurret_r3_07
fate = debris

[start_effect]
effect = gf_explosion_ku_battleship_flashbang
at_t = 0.520000
hardpoint = HpTurret_r3_07
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_large02
at_t = 0.520000
hardpoint = HpTurret_r3_07
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = HpFX06
at_t = 0.550000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = HpFX06
at_t = 0.550000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
at_t = 0.550000
hardpoint = HpFX05
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_flash01
at_t = 0.550000
hardpoint = HpFX05
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
at_t = 0.570000
hardpoint = HpFX05
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_hp_attachment]
at_t = 0.600000
hardpoint = HpTurret_km_02
fate = debris

[start_effect]
effect = gf_explosion_ku_battleship_flashbang
at_t = 0.600000
hardpoint = HpTurret_km_02
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
at_t = 0.650000
hardpoint = HpTurret_km_01
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_large02
at_t = 0.650000
hardpoint = HpTurret_km_01
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_hp_attachment]
at_t = 0.670000
hardpoint = HpTurret_k3_08
fate = debris

[start_effect]
effect = gf_explosion_ku_battleship_flashbang
at_t = 0.670000
hardpoint = HpTurret_k3_08
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_hp_attachment]
at_t = 0.700000
hardpoint = HpTurret_k3_05
fate = debris

[start_effect]
effect = gf_explosion_ku_battleship_smallexp
at_t = 0.700000
hardpoint = HpTurret_k3_05
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_flash01
at_t = 0.700000
hardpoint = HpTurret_k3_05
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
at_t = 0.700000
hardpoint = DpEngine
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_large03
at_t = 0.700000
hardpoint = DpEngine
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_hp_attachment]
at_t = 0.750000
hardpoint = HpTurret_k3_06
fate = debris

[start_effect]
effect = gf_explosion_ku_battleship_flashbang
at_t = 0.750000
hardpoint = HpTurret_k3_06
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_flash01
at_t = 0.750000
hardpoint = HpTurret_k3_06
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
at_t = 0.770000
hardpoint = HpRunninglight10
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_large04
at_t = 0.770000
hardpoint = HpRunninglight10
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[fuse]
name = ku_battleship_head_fuse
lifetime = 5

[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = HpTurret_k3_09
at_t = 0.950000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = HpFX01
at_t = 0.930000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_sectional02
hardpoint = HpFX03
at_t = 0.960000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = HpFX03
at_t = 0.960000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = HpFX04
at_t = 0.960000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[destroy_group]
at_t = 0.980000
group_name = Ku_star_spikemount_lod1
[destroy_group]
at_t = 0.980000
group_name = Ku_port_spikemount_lod1
fate = debris
[destroy_group]
at_t = 0.990000
group_name = Ku_nose_lod1
fate = debris
[destroy_group]
at_t = 1.000000
group_name = Ku_front_lod1
fate = disappear

[fuse]
name = ku_battleship_rear_fuse
lifetime = 5

[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = HpTurret_km_01
at_t = 0.010000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = HpTurret_km_02
at_t = 0.010000
pos_offset = 0, 30, 0
ori_offset = 0, 30, 0
attached = true
[destroy_hp_attachment]
at_t = 0.010000
hardpoint = HpTurret_k3_07
fate = debris

[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = HpTurret_k3_07
at_t = 0.010000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_large03
hardpoint = HpTurret_k3_07
at_t = 0.010000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = DpRear
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = HpFX05
at_t = 0.950000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = HpFX06
at_t = 0.950000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = HpFX07
at_t = 0.950000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = HpFX08
at_t = 0.950000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_cruiser_flashbang
hardpoint = DpEngine
at_t = 0.970000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = HpDockMountA
at_t = 0.980000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpRear
at_t = 0.980000
pos_offset = 0, 0, 50
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_sectional03
hardpoint = DpRear
at_t = 0.980000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[destroy_group]
at_t = 0.700000
group_name = Ku_port_fan_lod1
fate = debris
[destroy_group]
at_t = 0.980000
group_name = Ku_star_fan_lod1
fate = debris
[destroy_group]
at_t = 0.990000
group_name = Ku_engine_lod1
fate = debris
[destroy_group]
at_t = 1.000000
group_name = Ku_rear_lod1
fate = disappear

[fuse]
name = ku_battleship_root_death_fuse
lifetime = 15
death_fuse = true

[ignite_fuse]
at_t = 0.000000
fuse = ku_battleship_body_fuse
fuse_t = 0.500000
[start_effect]
effect = gf_explosion_ku_battleship_damagestar
hardpoint = DpCntrltwr
at_t = 0.250000
pos_offset = 0, 0, -70
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = DpFront
at_t = 0.500000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpRear
at_t = 0.600000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = DpRear
at_t = 0.620000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = explosion_sfx_csx_monster01
hardpoint = DpFront
at_t = 0.660000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpRear
at_t = 0.680000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpFront
at_t = 0.710000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = DpRear
at_t = 0.730000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpFront
at_t = 0.760000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = DpRear
at_t = 0.790000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = DpRear
at_t = 0.800000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpFront
at_t = 0.840000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = DpRear
at_t = 0.880000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpFront
at_t = 0.900000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = DpRear
at_t = 0.940000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpFront
at_t = 0.950000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = explosion_sfx_csx_large04
hardpoint = DpFront
at_t = 0.970000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = DpRear
at_t = 0.970000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = HpDockMountA
at_t = 0.970000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpCntrltwr
at_t = 0.970000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpCntrltwr
at_t = 0.970000
pos_offset = 40, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = DpCntrltwr
at_t = 0.970000
pos_offset = -40, 0, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = HpDockMountA
at_t = 0.970000
pos_offset = 40, 30, 0
ori_offset = 0, 0, 0
attached = false
[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = HpDockMountA
at_t = 0.970000
pos_offset = -40, 30, 0
ori_offset = 0, 0, 0
attached = false

[destroy_root]
at_t = 1.000000

[fuse]
name = ku_battleship_cntrl_twr_fuse
lifetime = 0.500000

[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpCntrltwr
at_t = 0.200000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = DpCntrltwr
at_t = 0.200000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_large03
hardpoint = DpCntrltwr
at_t = 0.400000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_group]
at_t = 1.000000
group_name = Ku_cntrltwr_lod1
fate = disappear

[fuse]
name = ku_battleship_engine_fuse
lifetime = 5.500000
death_fuse = true

[ignite_fuse]
at_t = 0.000000
fuse = ku_battleship_body_fuse
fuse_t = 1.000000

[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpPortengine01
at_t = 0.600000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_large03
hardpoint = DpPortengine01
at_t = 0.600000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_group]
at_t = 0.600000
group_name = Ku_port_engine01_lod1
fate = disappear

[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpPortengine02
at_t = 0.700000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_large03
hardpoint = DpPortengine02
at_t = 0.700000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_group]
at_t = 0.700000
group_name = Ku_port_engine02_lod1
fate = disappear

[start_effect]
effect = gf_explosion_ku_battleship_smallexp
hardpoint = DpStarboardengine02
at_t = 0.800000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[start_effect]
effect = explosion_sfx_csx_large03
hardpoint = DpStarboardengine02
at_t = 0.800000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true
[destroy_group]
at_t = 0.800000
group_name = Ku_star_engine02_lod1
fate = disappear

[start_effect]
effect = gf_explosion_ku_battleship_flashbang
hardpoint = DpStarboardengine01
at_t = 0.900000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[start_effect]
effect = explosion_sfx_csx_large03
hardpoint = DpStarboardengine01
at_t = 0.900000
pos_offset = 0, 0, 0
ori_offset = 0, 0, 0
attached = true

[destroy_group]
at_t = 0.900000
group_name = Ku_star_engine01_lod1
fate = disappear

[fuse]
name = ku_battleship_burning_fuse01
lifetime = 5.000000
death_fuse = false

[start_effect]
effect = explosion_sfx_csx_large02
hardpoint = HpMount
at_t = 0.000000
[start_effect]
effect = gf_continuous_fire
hardpoint = HpRunninglight07
hardpoint = HpRunninglight08
at_t = 0.000000
attached = true

[fuse]
name = ku_battleship_burning_fuse02
lifetime = 5.000000
death_fuse = false

[start_effect]
effect = explosion_sfx_csx_large05
hardpoint = HpMount
at_t = 0.000000
[start_effect]
effect = gf_continuous_fire
hardpoint = HpRunningLight01
hardpoint = HpRunninglight02
hardpoint = HpRunninglight09
at_t = 0.000000
attached = true
[start_effect]
effect = gf_prisonattack_worldsmoke_small
hardpoint = HpRunningLight01
hardpoint = HpRunninglight02
hardpoint = HpRunninglight09
at_t = 1.000000
attached = true

[fuse]
name = ku_battleship_burning_fuse03
lifetime = 5.000000
death_fuse = false

[start_effect]
effect = explosion_sfx_csx_large04
hardpoint = HpMount
at_t = 0.000000
[start_effect]
effect = gf_continuous_fire
hardpoint = HpRunningLight04
hardpoint = HpRunningLight05
at_t = 0.000000
attached = true

[fuse]
name = ku_battleship_burning_fuse04
lifetime = 5.000000
death_fuse = false

[start_effect]
effect = explosion_sfx_csx_large04
hardpoint = HpMount
at_t = 0.000000
[start_effect]
effect = gf_continuous_fire
hardpoint = HpRunningLight03
hardpoint = HpRunninglight10
at_t = 0.000000
attached = true

Some strange things : when i let the 69500 HP for each collision group ,it runs normal.
And second thing : how i enable server logs ?
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Lancer_Solurus
Site Owner



Joined: Jan 18, 2008
Posts: 1191
Location: Memphis TN

Status: Offline
PostPosted: Sun Aug 22, 2010 1:17 am Post subject: Re: Kusari battleship server crash Reply with quote

I adjusted the code section's color so it could be read, hadn't noticed it was almost black.

'Some strange things : when i let the 69500 HP for each collision group ,it runs normal.'

Don't understand what you are trying to say...

'And second thing : how i enable server logs ?'

Code:

[Error]
log = $Text, 65536, 5
log = $Text, 'c'
log = $Text, 'm'
log = $Text, 's'
log = $Text, 'e'
log = $Text, 'd'
log = $Text, 'A'
log = F:\FLOutput\fl_Server_errors.log, -1            ; alert all errors (SEV_ERROR=1)


Change the 'F:\\FLOutput\' to point to the folder you want to save it to.

A question, have you ran FL Error Checker on you mod? Usually crashes like that occur due to a misspelled nickname. Your code listing is quite long so it would be very difficult to spot the problem. You could also add one fuse entry at a time until it crashes. Once it does you would know where to look.
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cata123
Adv. Ensign



Joined: May 22, 2010
Posts: 16
Location: Romania

Status: Offline
PostPosted: Sun Aug 22, 2010 9:30 am Post subject: Re: Kusari battleship server crash Reply with quote

i meant to say that for each collision`s group originally hp (69500) kusari battleship destroys normally but when updating to its new hit points (X10 HP) server crash when destroy the ship .
If i let original hp for each group the capital ship begin activate death fuse at 69500 .

Edit : i solved it . I compared to the collision groups and fuses settings to liberty dreadnought( only 1 that didn`t crash server).
the modified code look like this :
Code:
[CollisionGroup]
obj = ku_cntrltwr_lod1
parent_impulse = 10.000000
child_impulse = 10.000000
debris_type = debris_vanish
mass = 50.000000
separable = true
fuse = ku_battleship_body_fuse, 1.000000, 1
dmg_hp = DpCntrltwr
dmg_obj = ku_battleship_dmg_tower_cap
hit_pts = 693000
root_health_proxy = true

[CollisionGroup]
obj = Ku_nose_lod1
parent_impulse = 10.000000
child_impulse = 5000.000000
debris_type = cap_ship_piece2
mass = 200.000000
separable = true
fuse = ku_battleship_body_fuse, 1.000000, 1
fuse = ku_battleship_burning_fuse01, 0.500000, 17325
group_dmg_obj = ku_battleship_dmg_nose_cap
group_dmg_hp = DpNose
hit_pts = 693000
root_health_proxy = true

[CollisionGroup]
obj = ku_front_lod1
parent_impulse = 10.000000
child_impulse = 10.000000
debris_type = debris_vanish
mass = 80.000000
separable = true
fuse = ku_battleship_body_fuse, 1.000000, 1
fuse = ku_battleship_burning_fuse01, 0.500000, 17325
dmg_obj = ku_battleship_dmg_front_cap
dmg_hp = DpFront
hit_pts = 693000
root_health_proxy = true

[CollisionGroup]
obj = Ku_rear_lod1
parent_impulse = 10.000000
child_impulse = 10.000000
debris_type = debris_vanish
mass = 80.000000
separable = true
fuse = ku_battleship_body_fuse, 1.000000, 1
fuse = ku_battleship_burning_fuse03, 0.500000, 17325
dmg_obj = ku_battleship_dmg_rear_cap
dmg_hp = DpRear
hit_pts = 693000
root_health_proxy = true

[CollisionGroup]
obj = Ku_engine_lod1
parent_impulse = 10.000000
child_impulse = 5000.000000
debris_type = cap_ship_piece2
mass = 200.000000
separable = true
fuse = ku_battleship_body_fuse, 1.000000, 1
fuse = ku_battleship_burning_fuse04, 0.500000, 17325
group_dmg_obj = ku_battleship_dmg_engine_cap
group_dmg_hp = DpEngine
hit_pts = 693000
root_health_proxy = true

[CollisionGroup]
obj = Ku_port_engine01_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 300.000000
debris_type = debris_vanish
mass = 3.000000
fuse = ku_battleship_engine_fuse, 1.000000, 1
dmg_obj = ku_battleship_dmg_port_engine01_cap
dmg_hp = DpPortengine01
hit_pts = 693000
root_health_proxy = true

[CollisionGroup]
obj = Ku_port_engine02_lod1
fuse = ku_battleship_engine_fuse, 1.000000, 1
dmg_obj = ku_battleship_dmg_port_engine01_cap
dmg_hp = DpPortengine02
separable = true
parent_impulse = 600.000000
child_impulse = 300.000000
debris_type = debris_vanish
mass = 3.000000
hit_pts = 693000
root_health_proxy = true

[CollisionGroup]
obj = Ku_port_fan_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 80.000000
debris_type = cap_ship_piece
mass = 3.000000
fuse = ku_battleship_body_fuse, 0.500000, 1
hit_pts = 693000
root_health_proxy = true

[CollisionGroup]
obj = Ku_port_spikemount_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 150.000000
debris_type = cap_ship_piece
mass = 4.000000
fuse = ku_battleship_body_fuse, 0.500000, 1
hit_pts = 693000
root_health_proxy = true

[CollisionGroup]
obj = Ku_star_engine01_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 100.000000
debris_type = cap_ship_piece
mass = 3.000000
fuse = ku_battleship_engine_fuse, 1.000000, 1
dmg_obj = ku_battleship_dmg_starboard_engine01_cap
dmg_hp = DpStarboardengine01
hit_pts = 693000
root_health_proxy = true

[CollisionGroup]
obj = Ku_star_engine02_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 100.000000
debris_type = cap_ship_piece
mass = 3.000000
fuse = ku_battleship_engine_fuse, 1.000000, 1
dmg_obj = ku_battleship_dmg_starboard_engine02_cap
dmg_hp = DpStarboardengine02
hit_pts = 693000
root_health_proxy = true

[CollisionGroup]
obj = Ku_star_fan_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 100.000000
debris_type = cap_ship_piece
fuse = ku_battleship_body_fuse, 0.500000, 1
mass = 2.000000
hit_pts = 693000
root_health_proxy = true

[CollisionGroup]
obj = Ku_star_spikemount_lod1
separable = true
parent_impulse = 600.000000
child_impulse = 150.000000
debris_type = cap_ship_piece
fuse = ku_battleship_body_fuse, 0.500000, 1
mass = 4.000000
hit_pts = 693000
root_health_proxy = true

i searched in the fuses and makes a bit logic :
fuse = ku_battleship_engine_fuse, 1.000000, 1  > this means probably 100 % damage to a group that has 693000 and triggers a death fuse
it was about 0.8 or 0.5 and that means if 80% damage to a same hp as hull collision group triggers the death fuse .
Also was groups with about 10% of hull HP that triggers death fuse ;it means that if you shoot for example on a wing too much you destroyed the battleship laughing
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