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-- The Bonehead Manover (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=4724)


Posted by Agrippa on 11-22-2001 02:56 PM:

Smile The Bonehead Manover

Anyone remember that? Might be a nice extra bit for someones campaign.


Posted by Starkiller on 11-22-2001 03:16 PM:

I remember it, but it will be difficult to use. You can't perform it yourself because if you jump, the mission is over. Another ship could do it though. Needs a lot of scripted events.


Posted by Coal on 11-22-2001 03:45 PM:

Also, a Star Fury dosn't really have the acceleration to escape the blast. The White Star barely had enough to escape. Would have to happen way far away from the player.

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Posted by FSF Ashrak on 11-22-2001 04:22 PM:

and there where no fighters BUT if you could fly a bluestar not whitestar in that one and make the shadow ship jump in longer then realy maybe

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Posted by pera on 11-22-2001 04:22 PM:

"bonehead maneuver"? never heard.


Posted by MaSC on 11-22-2001 04:28 PM:

quote:
Originally posted by pera
"bonehead maneuver"? never heard.
Its from Matters of Honor where the whitestar was being pursued by the Shadow vessel and they opened up a jumppoint within a another jumppoint. This caused a huge release of energy.


Posted by Edwin on 11-22-2001 04:46 PM:

Cool. but you would need a bomb with tiny graphics and no solidness to pull it off.

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Posted by Starkiller on 11-22-2001 05:37 PM:

Question

What do you mean with that?

You could use the 'has-departed-delay' event. Delay would be 1 second or so. As soon as the departing ship opens a jump point you could selfdestruct the jumpgate. All you need to do then is set the 'special explosion' option.


Posted by JC Denton on 11-22-2001 06:49 PM:

I think there's something a bit buggy about the Special Explosion editor. Once I thought I'd make a Meson Bomb that would nuke the whole mission area, so I set all values in the Special Explosion dialog to their absolute maximums. And when I set the bomb off (told it to self-destruct), it was over 7 minutes before it quit breaking apart and actually exploded! Anyone got theories on that?

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Posted by Starkiller on 11-22-2001 06:52 PM:

I've never seen that..
Haven't used it much also


Posted by aldo_14 on 11-22-2001 07:18 PM:

quote:
Originally posted by JC Denton
I think there's something a bit buggy about the Special Explosion editor. Once I thought I'd make a Meson Bomb that would nuke the whole mission area, so I set all values in the Special Explosion dialog to their absolute maximums. And when I set the bomb off (told it to self-destruct), it was over 7 minutes before it quit breaking apart and actually exploded! Anyone got theories on that?


I remember reading about this on the FRED2 BB..... apparently the explosion time is parallel to the damage.

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Posted by IceFire on 11-22-2001 08:49 PM:

Time is based on the blast amount I think.

In anycase, this effect is fairly easy to do.

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Posted by Starkiller on 11-22-2001 09:29 PM:

Yes that's relativly (correct spelling?) easy. The problem is that a ship cannot create a jump point during a jump in FS2. If you make a gate in FRED 2 , the ship doesn't automatically jump when it flies through the gate, you have to script it.


Posted by Slasher on 11-22-2001 11:24 PM:

Thumbs up

The FRED2 forum on the VBB found a number of ways around the delayed special explosion problem, I believe. I think one of them was clicking the "Kamikaze" button in the Misc. menu in the Ships Editor. When the ship was ordered to self-destruct, the ship would explode instantly. A Search of the FRED2 BB might turn up other (tested and proved) methods as well.


Posted by Kazan on 11-23-2001 05:17 AM:

quote:
Originally posted by JC Denton
I think there's something a bit buggy about the Special Explosion editor. Once I thought I'd make a Meson Bomb that would nuke the whole mission area, so I set all values in the Special Explosion dialog to their absolute maximums. And when I set the bomb off (told it to self-destruct), it was over 7 minutes before it quit breaking apart and actually exploded! Anyone got theories on that?


that's normal behavior

open up the main game missions and they scripted the meson events

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Posted by IceFire on 11-23-2001 02:34 PM:

And they also changed it so that it would explode in seconds. Again, I think it has to do with blast power, but in any case its easily changable and its not buggy one bit.

Creating the bonehead manuver goes like this.

Have a ship jump in, use the SJD dummy model, have it warp in a second later, set the SJD to explode with a huge explosion and radius as it jumps in....and KABOOM.

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Posted by Prophet on 11-23-2001 04:14 PM:

Tick the box wich says kamikaze. Object will go bum immediatley (sp?) without spinning.

I made a misson once where on meson bomb took out about 7 or 8 corvets and cruisers

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Posted by Lady Rose on 11-23-2001 07:02 PM:

Its nothing else than challenge

I may try it on my camp. (of course it must be observation mission). Like they said none of EA ships werent fast enought to escape, but white star were quick enought. Yes I think I can do that mission in some point of my campaing.

That was good idea, thanks.

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