Topic: What makes a planet solid?  (Read 4447 times)

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3dot14

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Re: What makes a planet solid?
« Reply #20 on: April 15, 2003, 05:11:01 pm »
Quote:

 

What's that clinking sound? Just 3dot14's chain getting pulled  



sigh, I so set myself up for that one...


Ok, here is the result of an imcomplete test:

It's a property of the Ship's Class. and is apparently hardcoded.

First of all, there is no special marker in any of the mod files. that rules out a switch hidden in mod file.

In SFC2 a "Planet" (note, the first "planet" (with mixed cases). The 2nd is apparently for economics.) and in SFC3 an "SB" (and "BS" and "BT" I presume, but untested) would trigger an explosion once contact with the model is made. (the test seems to be a polygon by polygon test, as opposed to defined areas).

Curiously enough, a PLANET class in SFC3's defaultcore doesn't seem to trigger a collision, the SFC3 planets rely on a spec file override -- the Attribute column that is apparently unique to SFC3. "ship:Planet" as opposed to "ship" will make any and all ships solid. You can ram the enemy ship with a solid ship. I haven't (though I should) tried ramming a solid ship with another solid ship...

The side effects on this kind of modications included mistaken class (showing "light cruiser" under a planet, which happens in SFC2) or weird icon in the Minimap (SFC3's minimap shows a moving planet when "ship:Planet" is applied.)
 

SghnDubh

  • Guest
Re: What makes a planet solid?
« Reply #21 on: April 15, 2003, 07:32:51 pm »

Hey, what was the setting that allowed the cube to ram other ships, which was changed post-patch? Did you check that out?