Crossing Posted October 28, 2018 Share Posted October 28, 2018 Short and sweet, give the option for a self destruct command to all parts Link to comment Share on other sites More sharing options...
0 ManTheMister Posted October 28, 2018 Share Posted October 28, 2018 If that was added, then we wouldn’t have to add TNT to our sub-drones, and the TNT being vulnerable is a good challenge. Link to comment Share on other sites More sharing options...
0 Crossing Posted October 28, 2018 Author Share Posted October 28, 2018 I use heaters but same diff, problem is tnt leaves a mess, the parts can explode that's not what I am saying I want my tnt missile to stop leaving thrusters everywhere, also adjustable tnt explosion range and damage would be cool Link to comment Share on other sites More sharing options...
0 ManTheMister Posted October 28, 2018 Share Posted October 28, 2018 The TNT not exploding things is actually a bug, and will likely get fixed in the next update (see the bug report section). Link to comment Share on other sites More sharing options...
0 Lurkily Posted October 28, 2018 Share Posted October 28, 2018 That bug is really just for borderline cases; one TNT wouldn't destroy a thruster even without that bug, and the solution to add more TNT than a weapon needs doesn't seem ideal to me. Do you parent the thruster to a destroyed part? At least then the thruster is debris, destroyable by weapon fire. I usually parent things to a decoupler or LED next to TNT. Fragile stuff, to make sure things aren't active parts after destruction, contributing to lag. I think the heater is a good solution, actually, given that it spreads to nearby parts and is almost certain to destroy it all. EDIT: I checked, and both decouplers and LED's have 1000 HP - which stymies me, because the few times I need them to endure, they are always the first things to blow. In any case, find a delicate thing. Distance sensor, maybe. Though you should be able to parent directly to the TNT, with recent updates fixing some cleanup issues, I think. Link to comment Share on other sites More sharing options...
0 unmog Posted November 2, 2018 Share Posted November 2, 2018 Tiny heaters and such have 1k hp too. Which is why I think dynamite should be 1= Smaller and 2= have the amount of damage it does on a slider based on 500 increments, up to maybe 2k. Its dumb that things currently smaller than a giant amount of explosives wouldnt be destroyed by it. Link to comment Share on other sites More sharing options...
0 Lurkily Posted November 2, 2018 Share Posted November 2, 2018 I think having the option to apply fire with tnt should fulfill most self destruct needs. But I think all parts, TNT included, need to get an upgrade workshop. I think this is really important to Nimbatus. It's a lot of work, but I think it will really pay off. More damage, more or less range, all of that can go in there. Regarding hp, I think when part HP gets a balancing pass, some of the ridiculous HP amounts will go down. 1 Link to comment Share on other sites More sharing options...
0 unmog Posted November 2, 2018 Share Posted November 2, 2018 1 hour ago, Lurkily said: I think having the option to apply fire with tnt should fulfill most self destruct needs. Fire would be nice, but fire takes time to destroy, even at 100 power my heater cant destroy things faster than 10 seconds, which is what the limit for timers is, which is what is currently causing me some problems... Im trying to use logic splitters now to help and thats not doing it either, not that I fully understand what I can do with em. Id like to isolate a signal to a part as soon as its decoupled and its not working Im not sure why this is even a thing, it would be better if this was normal behavior. which forum would we ask for scripting help by the way? I think there should be a forum for that... Link to comment Share on other sites More sharing options...
0 Lurkily Posted November 2, 2018 Share Posted November 2, 2018 Make the TNT the parent of the rest of the ship. Everything else is then debris, disabling logic, and as long as it's all adjacent, eventually fully destroyed, unless you have some fireproof parts. Scripting . . . do you mean logic use? Link to comment Share on other sites More sharing options...
0 ManTheMister Posted November 2, 2018 Share Posted November 2, 2018 1 hour ago, unmog said: Fire would be nice, but fire takes time to destroy, even at 100 power my heater cant destroy things faster than 10 seconds, which is what the limit for timers is, which is what is currently causing me some problems... Im trying to use logic splitters now to help and thats not doing it either, not that I fully understand what I can do with em. Id like to isolate a signal to a part as soon as its decoupled and its not working Im not sure why this is even a thing, it would be better if this was normal behavior. which forum would we ask for scripting help by the way? I think there should be a forum for that... For the first part, see “events do not propogate without connection”. for the second part, you should use the General Discussion section. Link to comment Share on other sites More sharing options...
Post
Crossing
Short and sweet, give the option for a self destruct command to all parts
Link to comment
Share on other sites
9 replies to this post
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now