How to increase mass to dynamic asteroids?
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what “other” objects…. im intrigued that might just be a good thing.
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Because it might crash. As it turns out, it doesn’t work, anyway. I’m sure I took damage that first time, but I’m not registering any now. I’ll keep trying, but dynamic asteroids (CObject) and normal asteroids (CSimple) might just be too different for it to work. BTW, normal asteroids have a mass of 1000.
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No, I don’t think it’s going to work. I believe what’s happening is that damage is done server-side, but dynamic asteroids are only client-side, so the server has no object to work with. It might be possible to just do it client-side, but I’ll leave that for another day.
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Is it possible th make the autopilot or npcs evade these dynamic asteroids?
adoxa wrote:
but dynamic asteroids are only client-side, so the server has no object to work with.Does that mean that every client has different asteroids flying around?
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They are not synced, that means if you shoot an asteroid no one else sees it, unless by chance some randomly generated asteroid got in the way.
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And if not someone, but npc?
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Doesn’t matter, every client sees his own randomly generated asteroid field.
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Hack request! DsAce addon - synchro-asteroid-fields
JokeSo, dirty saying, freelancer client memory on actual moment of time is different than the memory of the server in this moment of time?
But how about cloak and multicruise plugins?
How do them operate - is it synchronisation?
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But that means that there could be an asteroid in my way while shooting some other player that is not there on his pc - that could lead to him not beeing dead on my pc, but on his pc. Could that happen or would my shots just go through the asteroid?
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You will most likely see your shot hit the asteroid AND the player taking damage. The former is as reported by your client while the latter is transmitted from the server.
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Speed exists only on client side in FL so no sync is required.
Strange thing about asteroids: they seems to actually BE SYNCED between the client, because, for instance, my enemy can hide behind an asteroid while fighting and i will see the same thing.
NPCs, though, have their own server side asteroids and fly through ones generated on client. -
Sorry for the necropost but I had the idea to create an entirely active asteroid field. Think of the asteroid field in The Empire Strikes Back… This asteroid field would be in an added system requiring a client mod to access.
The more I read on this the less likely it appears that this is even possible.
I wanted to find out how to do two things.
1). Add mass to dynamic asteroids that would actually impact the direction of the ship and hopefully also do damage
2). Create an entire asteroid field consisting of dynamic asteroids using randomly selected/sized asteroids.This also has to be done in a way that does NOT affect the unmodded player in vanilla systems.
It looks like each of the asteroid types would have to exist in the asteroidarch.ini file as dynamic asteroids. It’s been my experience that adding anything to an arch file really messes things up for players running unmodded.
Now, as I read this thread I get the understanding that dynamic asteroids are randomly generated on the client side, not the server side. This could create problems with lag as well as confusion during pvp.
Is this an exercise in futility for a server running an optional vanilla compatible mod?