[question] Planet Smashing

Discussion in 'Mod Discussions' started by elodea, November 2, 2014.

  1. elodea

    elodea Post Master General

    Messages:
    1,694
    Likes Received:
    3,040
    Anyone know how to disable/enable planet collisions?
  2. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    As in, deliberate collisions (disabling halleys) or all collisions (including incidental)?
  3. elodea

    elodea Post Master General

    Messages:
    1,694
    Likes Received:
    3,040
    Ah, sorry i should have clarified i meant all collisions, including incidental
  4. Geers

    Geers Post Master General

    Messages:
    6,946
    Likes Received:
    6,820
    By not building Halleys and not being an arse when playing god in the system creator :p.
  5. elodea

    elodea Post Master General

    Messages:
    1,694
    Likes Received:
    3,040
    Well, it's simple enough to mod halleys to not allow planetary smashing.

    I was just trying to figure out if there was a way to make unit tool weapons simulate the planetary collision physics, although after doing some searching it doesn't seem like that would be possible?
  6. swizzlewizzle

    swizzlewizzle Active Member

    Messages:
    216
    Likes Received:
    56
    Sounds like that would be a server-side thing and we don't have anything really in terms of server-side modding so..
  7. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    As, in, have an planet smash impact as the explosion for a weapon? I don't think its possible to make a weapon leave a crater, but the effect itself is easy to use.
  8. mered4

    mered4 Post Master General

    Messages:
    4,083
    Likes Received:
    3,149
    Wait, I thought there was an EFFECT_TERRAIN line or some such for the smashing that enabled craters.
  9. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    In the old builds, there was an ammo file for asteroids that had "crater_radius": 260, but it is no longer present. It's possible that parameter would still work.
    squishypon3 and elodea like this.
  10. elodea

    elodea Post Master General

    Messages:
    1,694
    Likes Received:
    3,040
    haha wow nice one

    Yep, adding that as a property to the ammo json will work. Unfortunately the crater radius seems fixed at what is probably 260, no matter what value you put in.
  11. Raevn

    Raevn Moderator Alumni

    Messages:
    4,226
    Likes Received:
    4,324
    Awesome :)

    I wonder how many now-lost (or never known) blueprint parameters there are.
  12. wondible

    wondible Post Master General

    Messages:
    3,315
    Likes Received:
    2,089
    Barring duplicates stored elsewhere and other odd relocations, most of them appear to be in this section of strings (along with a lot of internal stuff)

    Code:
    unit_map
    UnitMapSpec: invalid format!
    UnitMapSpec: invalid item found for 
    unit_types
    spec_id
    Collided
    Splashed
    Died
    ChildAttached
    ChildDetached
    FLIGHT_
    Ballistic
    Direct
    Seeking
    Staged
    INTER_
    GravWell
    System
    Enemies
    Target
    Ground
    Impact
    Destroy
    parent_bone
    apply_thrust
    ignores_LOS
    stage_duration
    ignores_gravity
    stage_turn_rate
    stage_change_range
    rotates_to_velocity
    release_payload
    die_here
    stage_change_height
    climb_angle
    initial_radius
    radius_velocity
    radius_accel
    unit_remove_radius
    burnable_remove_radius
    ammo specs must be named
    has_notifications
    ammo_type
    flight_type
    flight_layer
    interplanetary_type
    INTER_None
    splash_damage
    splash_radius
    full_damage_splash_radius
    armor_damage_map
    initial_velocity
    max_velocity
    local_forward
    accel_rate
    splash_damage_orbital
    splash_damages_allies
    collision_check
    collision_response
    collision_bounds
    cruise_height
    fx_trail
    fx_beam_spec
    fx_collision_spec
    audio_loop
    collision_audio
    impact_decals
    Invalid impact decal! Not a string.
    parts
    stages
    crater_scale
    crater_radius
    sim_fire_effect
    sim_impact_effect
    burn_damage
    burn_radius
    damage_volume
    AmmoSpec::isComplete check failed.  Ammo spec has no id!
    AmmoSpec::isComplete check failed.  Ammo spec has no ammo_type! [
    AmmoSpec::isComplete check failed.  Projectile ammo spec has no flight_type! [
    AmmoSpec::isComplete check failed. Invalid combination CollisionResponse=Destroy and CollisionCheck!=Target [
    AmmoSpec::isComplete check failed. Invalid combination flight_type=FLIGHT_Ballistic and ignore_gravity==true [
    _ammo.json
    Spawned
    spawn_response
    use_celestial_aspect
    scale_to_planet
    Continuous
    resistance
    burn_duration
    damage
    damage_radius
    spread_chance
    timeToCollision
    Hostile
    Neutral
    Allied
    AlliedEco
    Self
    Consume
    Conserve
    tool specs must be named
    model
    max_health
    metal_value
    metal_rate
    reclaimable
    damageable
    path_cost
    filename
    show_strategic_icon
    feature_types
    placement_size
    burnable
    isComplete() check failed: Feature spec has no id!
    Invalid feature type! Not a string.
    Invalid feature type! Type 
    FEATURETYPE_
    Reclaimable
    Burnable
    Metal_Spot
    MetalSpot
    Control_Point
    ControlPoint
    system_name
    planet_configs
    HoldPosition
    Maneuver
    Roam
    AttackMove
    MaxValue
    wakeup
    triage
    PAEvaluator::isCritical encountered unknown entity type [%d]
    PAEvaluator::calculateEncodeMaskInfo encountered unknown entity type [%d]
    chronocam
    energy
    TARGETTYPE_
    Spot
    Entity
    Rect
    Line
    MultiPos
    TOOL_
    BuildArm
    Weapon
    AMMO_
    PBAOE
    ORDER_
    Move
    SpecialMove
    Patrol
    Build
    Attack
    Reclaim
    Repair
    Assist
    Load
    Unload
    FireSecondaryWeapon
    orderKindToString
     : unhandled case.
    unitevent_
    spawned
    fired
    fired0
    fired1
    fired2
    fired3
    build_complete
    died
    destroyed
    disabled
    child_attached
    child_detached
    ammoevent_
    collided
    Invalid Target Type
    Attempting to decode Invalid Target Type
    Entityid
    EndPoint
    Dumping invalid target type
    mSpecId
    mNum
    gravWell
    targetBody
    initialDistance
    targetParkingRadius
    radiusApoapsis
    radiusPeriapsis
    argPeriapsis
    orbitalPeriod
    pathDisplayDescriptor
    controllingArmy
    targetPlanet
    state
    teleporter
    selfGuided
    meanMotion
    t0Offset
    orbitalSpeedMult
    targetStack
    targetLocation
    targetRadius
    arrivalBehavior
    transitBegin
    transferTargetRadius
    transferDepartureRadius
    transitAlignment
    lockApsis
    notifyCollisionImminent
    notifyCollided
    charge_up_time
    turn_rate
    Idle
    Aiming
    Firing
    LAYER_
    underwater
    surface_and_air
    celestial
    reconItemLayerFromString encountered unknown value: [
    CHANNEL_
    sight
    radar
    reconItemChannelFromString encountered unknown value: [
    SHAPE_
    sphere
    capsule
    reconItemShapeFromString encountered unknown value: [
    uses_energy
    sphere_radius
    ignore_sight
    ignore_radar
    always_visible
    retain_visible
    show_ghost
    items
    observable
    observer
    processMessageEx
    stats
    Empty
    EntityId
    Radius
    Bounds
    End_Point
    Positions
    invalid
    planetId
    Teleporting
    Teleported
    Invalid target layers! Not a string.
    Invalid target layer! Layer 
    SOURCE_
    infinite
    ARC_
    high
    tool_type
    construction_demand
    ammo_id
    ammo_id json is incorrect. Array element is not an object
    ammo_id json is incorrect. Object elements are not strings
    target_layers
    max_firing_velocity
    min_firing_velocity
    firing_standard_deviation
    rate_of_fire
    reload_rate
    max_range
    yaw_rate
    pitch_rate
    yaw_range
    pitch_range
    firing_arc_yaw
    firing_arc_pitch
    ammo_source
    arc_type
    ammo_capacity
    ammo_demand
    ammo_per_shot
    idle_aim_delay
    auto_attack
    auto_repair
    manual_fire
    spread_fire
    carpet_fire
    self_destruct
    no_busy_auto_attack
    auto_task_type
    anti_entity_targets
    : ignoring anti_entity_targets, not an array
    : tool is type anti_entity, yet no anti entity targets are found
    target_priorities
    : ignoring target priorities, not an array
    isComplete() check failed: Tool spec has no id!
    isComplete() check failed: Tool spec has no tool_type! [
    Fired0
    Fired1
    Fired2
    Fired3
    BuildComplete
    Destroyed
    Enabled
    Disabled
    : ignoring specid 
    , not a string
    unexpected vertex format
    unexpected index format
    Invalid order type! Not a string.
    Invalid order type! Order type 
    AttachableSpec::parse received non-object Json
    offsets
    FactorySpec::parse received non-object Json
    store_units
    deploy_projectile
    default_build_stance
    Normal
    continuous
    initial_build_spec
    spawn_points
    default_ammo
    OrbitalThrusterSpec::parse received non-object Json
    power
    OrbitalThrustResolverSpec::parse received non-object Json
    default
    factory
    inert
    orderHandlerTypeFromString encountered unknown value: [
    OrdersSpec::parse received non-object Json
    handler_type
    TeleporterSpec::parse received non-object Json
    energy_demand
    TeleportableSpec::parse received non-object Json
    TransporterSpec::parse received non-object Json
    capacity
    transporter_attach_bone
    transportable_attach_offset
    transportable_layers
    DeathWeaponSpec::parse received non-object Json
    ground_ammo_spec
    air_ammo_spec
    air_height_threshold
    USEABLE_
    transport
    useableTypeFromString encountered unknown value [
    UseableSpec::parse received non-object Json
    min_falloff_dist
    max_falloff_dist
    interval_variance
    interval
    EventResponseSpec::parse received non-object Json
    audio_cue
    audio_interplanetary
    effect_spec
    effect_scale
    effect_world_aligned
    effect_world_scaled
    camera_shake
    None
    Vehicle
    armorTypeFromString encountered unknown value [
    Terrainless
    MetalPlanet
    Thrustable
    planetPropertyRestrictionsFromString encountered unknown value [
    ScrollingUVSpec::parse received non-object Json
    scroll_rate
    uv_split
    _nav
    multiple models in spec with nav collision meshes with the same 'layer' 
     this is not supported.
    unit specs must be named
    nuke_launcher
    {no display name}
    {no description}
    replaceable_units
    display_group
    Error in 
     : Invalid display_group. Use integer values in [0 999]
    display_index
     : Invalid display_index. Use integer values in [0 999]
    mesh_bounds
    area_build_separation
    area_build_pattern
    legacy_orientation_hack
    TEMP_texelinfo
    command_caps
    can_only_assist_with_buildable_items
    buildable_types
    buildable_projectiles
    rolloff_dirs
    : ignoring rolloffs, not an array
    wait_to_rolloff_time
    factory_cooldown_time
    spawn_layers
    attachable
    orbital_thruster
    orders
    teleportable
    transporter
    transportable
    death_weapon
    useable
    scrolling_uv
    wreckage_health_frac
    atrophy_rate
    atrophy_cool_down
    consumption
    production
    storage
    energy_efficiency_requirement
    build_metal_cost
    tools
    : ignoring tools, not an array
    Unable to load tool spec: 
    aim_bone
    record_index
    show_range
    fire_event
    Fired
    muzzle_bone
    primary_weapon
    More than one primary weapon found in spec: 
    secondary_weapon
    More than one secondary weapon found in spec: 
    Unknown tool type in unit spec: 
    guard_radius
    nearby_target_tick_update_interval
    guard_layer
    : Unknown layer: 
    armor_type
    build_restrictions
    : ignoring events, not an object
    death
    feature_requirements
    force_snap_to_feature_orientation
    feature_snap_ignores_pathability
    area_build_type
    show_in_orbital_layer
    enable_orbital_shell
    system_velocity_multiplier
    gravwell_velocity_multiplier
    planetary_arrival_cooldown_time
    activates_control_point
    influence_radius
    : invalid value for influence_radius (
    ) -- must be a number
    isComplete() check failed: Unit spec has no id!
    isComplete() check failed: Unit spec has no unit types! 
    bone_root
    Failed to load unit spec: 
    Failed to load unit list
    evalExpression: Invalid starting character: 
    evalExpression: Found ')' without matching '('.
    evalExpression: Invalid character: 
    readOr: Invalid starting character: 
    readOr: Invalid character: 
    readParen: Invalid starting character: 
    readParen: Invalid character: 
    readTerm: Invalid character: 
    readToken: Unknown unit type: 
    Invalid unit type! Not a string.
    Invalid unit type! Type 
    UNITTYPE_
    Commander
    Fabber
    Debug
    Tank
    Bomber
    Fighter
    Gunship
    Transport
    Teleporter
    Scout
    Wall
    Nuke
    NukeDefense
    Heavy
    Artillery
    Tactical
    LaserPlatform
    AirDefense
    SurfaceDefense
    OrbitalDefense
    ControlModule
    PlanetEngine
    MetalProduction
    EnergyProduction
    Construction
    Naval
    Basic
    Advanced
    CmdBuild
    FabBuild
    FabAdvBuild
    FabOrbBuild
    FactoryBuild
    CombatFabBuild
    CombatFabAdvBuild
    Economy
    Factory
    Defense
    Offense
    Recon
    NoBuild
    Important
    Custom1
    Custom2
    Custom3
    Custom4
    
    
    stuart98, elodea and Raevn like this.
  13. zweistein000

    zweistein000 Post Master General

    Messages:
    1,362
    Likes Received:
    727
    Sorry to revive this old thread, but just so people know, the "crater_radius": 260 doesn't work correctly any more.

    It still creates a crater, but the crater itself is ugly, looks like a texture soup, it is always the same size so the number doesn't affect anything. Furthermore the crater is cosmetic only and thus units seem to stand in air when it is formed beneath them, it does not remove props, CSG, metal spots or units/structures. It does however fill with water if it connects to it.
  14. elodea

    elodea Post Master General

    Messages:
    1,694
    Likes Received:
    3,040
    Sad. crater_radius doesn't leave crater anymore
    stuart98 likes this.

Share This Page