Some questions on asteroid fields
-
I have some q-s about asteroid fields.
1). It is possible to make big dynamic asteroids and to make these big dynamic asteroids move(or stand still and to move only when you collide with them, and make them destructible–->fall to pieces–>destroy pieces—>get loot) and to make another field in the same place with smaller asteroids like those that can be shoot for loot so that it all will look like an ordinary field but with more mining options, and will it look as nice as it is described above, any drawbacks or lag?
2.) Is it possible to make those dynamic asteroids(meaning normal fields here) to be destroyed by explosion? But I tried to, but could not. Maybe I should add impulse to explosion? Where the trick can be here? I doubt they have explosion_resistance entry…? I want some kind of mine for mining.
3.) Is there any way to make asteroids destructible without making them dynamic? -
- All non-dynamic asteroids could be also dynamic asteroids
- You can define their movement
[DynamicAsteroids] asteroid = da_debris_med2 count = 200 placement_radius = 150.000000 placement_offset = 90.000000 max_velocity = 8.000000 <-- here max_angular_velocity = 2.000000 <-- and here color_shift = 1, 1, 1
- All dynamic asteroids are destructible by default. Correct me, if i’m wrong
- You can create as many fields on the same position, as you want, but above 8 of those fields overlaying, Freelancer can’t properly load the system.
- You have to play around with the count and the placement_radius, to set the field look like a non-dynamic field.
2. Sorry, don’t know this
3. Definitely no
I hope, that i could help you, but you should read the dynamic asteroids tutorial, before you try to create this fields at your own http://the-starport.net/index.php?option=com_content&task=view&id=65&Itemid=29