Quick Questions by Bob! (Dynamic Asteroids)
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So I figured I ask so many short questions I should just use one thread. Here it is!
I’ll ask new ones as a new post, simply so it’s easier for anyone else who comes across this thread for info or whatever.
But first off, and i could be missing something fundamental here, but is it possible to make missiles fire like guns? That is, fire continuously when you hold down the fire button. Currently they only fire every click, which is fine the way they are in vanilla, but I have some ideas I’d like to try out with fast firing ones.
Other Questions:
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Hey Bob,
Not as far as I’m aware, but i’d be interested if any one else knows better.
I remember when we were playing TNG, that mod had missiles with a very high refire rate. In the mod they were swarm missiles, also had high speed and a massive turn rate. We just used to assign to a fire button and hammer it!
Cheers,
Rik -
Heh, I got an idea from the Gundam missile mod and reading some of Why485’s blog posts.
Basically what I’d like to do is have them fire lots of missiles, that drain energy quickly enough that you stop within a few seconds. It’d be on a dedicated ship, obvs.
Swarm + Roboteching, basically.
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Player ship or NPC ship?
Player version…
1. Change your keymap settings to something more usefull than default, so the missile/cd/torp/cm/mine keys are easy to get at and dont need shift or crtl held down etc…
(I have mine set up on the num key pad)
2. Press and hold the (weapon type your using) fire key…
NPC version, edit your custom pilot and its custom missile block to set the fire frequency and delays etc as you want them
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For players, but for capital missile launchers.
Basically, I need it to be fireable via weapon groups, when you hold down the fire button. -
Only thing I’ve found that works for continuous missle/torp firing is use the keyboard to fire your group, the mousebutton just fires the one…
Have to get Adoxa to do a plugin or a hex patch otherwise
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Yarp, it’s not really any sort of priority, which is why I haven’t asked him yet.
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The test is made via seeker, so if it’s removed, or anything other than dumb or lock, missiles will continuously fire (conversely, I guess you could add it to a gun to prevent continuous fire). You probably don’t want to remove it, though, so here’s the edit:
freelancer.exe 11D281 1D->00 = missiles continuously fire when holding button ~adoxa
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Been playing around with Dynamic Asteroids, and i was wondering about a few things.
How (if possible) to set exclusion zones to also exclude the dynamic asteroids? It’s a little unnerving seeing them clip through Java.
How does one raise the draw distance of them?
I beleive I’ve seen some posts around the place saying this was one of those things that nobody had broken yet, but is it possible to have the have realistic mass and trash starfighters if they ram them?
I’ve got the niggling feeling on that last one I saw something that answered the question, but I can’t find the post. Dx
Thanks for your time.
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Noone?
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http://the-starport.net/freelancer/wiki/index.php/Limit_Breaking_101
1.74f common.dll 13DFDC w0dk4, OutCast multiplier for fill_dist in CmnAsteroid::CAsteroidField::near_field calculation, increase this to make FL render asteroid fields from greater distances
That should sort the draw.
As for the exclusions zones I’ve not played with them recently so can’t give you a good answer.Cheers,
Rik -
What Rik said ist for static asteroids only, by the wäy you can also edit that value for the static ones for every individual field in it’s file in solar/asteroids/<fieldname>.ini
About the dynamic ones:
Look at the Block for dynamic asteroids in the <fieldname>.ini:[DynamicAsteroids]
asteroid = DAsteroid_mineable_small1
count = 10
placement_radius = 150.000000
placement_offset = 90.000000
max_velocity = 15.000000
max_angular_velocity = 3.000000
color_shift = 1.000000, 1.000000, 1.000000Try to edit the value of “placement_radius”. Pretty obvious, right?
About the exclusions: I think there is a parameter for the exclusions in the <fieldname>.ini, working the same way as “exclude_billboards”. Look through all the vanilla fields an see if you can find it.</fieldname></fieldname></fieldname>
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I’ll continue to look through as you suggest, but on placement_radius;
Unless it can use two values (which i haven’t tried yet), it’s only for how far away from you they spawn. I’ll give putting a second value in a go.
Thanks for your help.
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Dynamic asteroids can be removed from exclusion zones by adding
exclude_dynamic_asteroids = 1
an example from Alaska ~ li05_ice_asteroids.ini
[Exclusion Zones] exclusion = Zone_Li05_shipyard_exclusion exclude_dynamic_asteroids = 1
As for asteroid damage, I remember one of the old Rebalance mods had deadly asteroids. I think they changed the HULL_DAMAGE_FACTOR value in constants.ini. Trouble was all collision damage was increased, Starfliers were getting wiped out in tradelanes by errant Transports.
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Yeah, I managed to find the DA exclusion, however it didn’t seem to have much effect. I believe this could be because the exclusion zone was too small, however I can’t really test it properly without fixing the draw distance, which I haven’t been able to do yet.
Trying two values didn’t seem to change anything, unfortunately.
I’ll play around with the constants, though the cons may outweigh the pros in that respect.
Thanks.