Unused features
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Under [CollisionGroup]:
linked_equip = <float>Not tested. State of glue to the parent part?
destoy_parent = <bool>Jeider’s research:
destoy_parent = true - destroys whole object if this part is destroyed instead of root_health_proxy = true that gives only damage to the root which have more hit points than this part</bool></float> -
HeIIoween wrote:
const_effect_delay = <float>seems to be no effect</float>EDIT: Works on rockets
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Oooh.
Nice find, I’ll have use for that. -
DATA\SOLAR\Asteroidarch.ini
... [Asteroid] nickname = debris_small1 DA_archetype = solar\asteroids\models\debris_small01.3db material_library = solar\ast_debris.mat [Asteroid] nickname = debris_small2 DA_archetype = solar\asteroids\models\debris_small02.3db material_library = solar\ast_debris.mat [Asteroid] nickname = debris_med1 DA_archetype = solar\asteroids\models\debris_medium01.3db material_library = solar\ast_debris.mat [Asteroid] nickname = debris_med2 DA_archetype = solar\asteroids\models\debris_medium02.3db material_library = solar\ast_debris.mat [Asteroid] nickname = debris_large1 DA_archetype = solar\asteroids\models\debris_large01.3db material_library = solar\ast_debris.mat ...
DATA\SOLAR\Asteroids\Li01_detroit_debris_field_001.ini
... [Cube] asteroid = debris_small1, -0.7, 0.3, 0.2, 0, 20, 190, instant_kill ; <-- instant kill player asteroid = debris_med2, -0.3, -0.3, 0.8, 85, 0, 185, instant_kill asteroid = debris_large1, -0.2, -0.1, -0.6, 105, 160, 25, instant_kill asteroid = debris_small2, 0, -0.9, -0.8, 35, 110, 60, instant_kill ...
To properly check - start in NY, fly to the Detroit Debris Field (near the Newark Station)
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Encounter parameters (some of them already present here and at inet)
feeling_to_local = ?? ; same as below? feeling_to_group = ??; same as below? feeling_to_formation = hostile ; other params: friendly, same, any explicit_group = li_p_grp ; we want this group?
group_reroll_frequency = synch ; other params: every, once
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HeIIoween wrote:
[Cube] asteroid = debris_med1, 0.7, 0.2, -0.2, 35, 10, 20, instant_kill ; <-- instant kill player even asteroid is not a mine asteroid = debris_large1, 0.2, 0.8, 0.3, 45, 20, 0, instant_kill asteroid = debris_med2, -0.3, -0.3, 0.8, 85, 0, 185, instant_kill asteroid = debris_large3, -0.2, -0.1, -0.6, 105, 160, 25, instant_kill asteroid = debris_small2, 0, -0.7, -0.8, 35, 110, 60, instant_kill
Why at me it fails to work?
mine replaced with instant_kill and even damage doesnt registers. -
Thx W0dk4, faster to find now
@Sumanuti:
Because you are using mines - use regular asteroids
I have edited the example: http://the-starport.net/freelancer/forum/viewtopic.php?post_id=51670#forumpost51670
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feeling_to_local - ignored feeling_to_group - ignored feeling_to_formation = case_sensitive_string, int explicit_group - ignored group_reroll_frequency - ignored ```The feelings and explicit group all call the same subroutine, which tests the reroll (and so it can never be used) and the formation one. The string can be what was indicated, with **any** being the default; it also requires an integer, which is **-1** by default. When this is present, the frequency is reset to **every**, which is default anyway. I didn't track down how the values were actually used, if indeed they were. Once it occurs once, any other occurrence is ignored.
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HeIIoween wrote:
Because you are using mines - use regular asteroidsNowhere mines to be seen in the field.
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DATA\SOLAR\Asteroidarch.ini has it already defined.
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DATA\SOLAR\Asteroids\my_Debris.ini
[TexturePanels] ;file = solar\asteroids\mine_shapes.ini file = solar\asteroids\asteroidarch.ini [Field] cube_size = 150 fill_dist = 1000 diffuse_color = 110, 110, 100 ambient_color = 255, 255, 255 ambient_increase = 20, 20, 30 [properties] flag = mine_danger_objects flag = danger_density_high [Exclusion Zones] exclusion = Zone_DRMJ_to_Br03_hole exclusion = Zone_DRMJ_mines_exit_01 exclude_billboards = 1 exclusion = Zone_DRMJ_mines_exit_02 exclude_billboards = 1 [Cube] asteroid = debris_med1, 0.7, 0.2, -0.2, 35, 10, 20, instant_kill ; <-- instant kill player even asteroid is not a mine asteroid = debris_large1, 0.2, 0.8, 0.3, 45, 20, 0, instant_kill asteroid = debris_med2, -0.3, -0.3, 0.8, 85, 0, 185, instant_kill asteroid = debris_large3, -0.2, -0.1, -0.6, 105, 160, 25, instant_kill asteroid = debris_small2, 0, -0.7, -0.8, 35, 110, 60, instant_kill
Im still only bumping in the scrap!
Damn what Im missing? -
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@Adoxa: Yeah, i’ve checked - “null emotions” as we say…
Wondering to do some tests -
@Adoxa also got [RandomMission] at content.dll - is this header somewhere used?
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@SuManUti Huh yours code looks odd - when be at home will do minimalistic example for you
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Sort of unused: DATA/RANDOMMISSIONS/killablesolars.ini:
only_allowed_in_zone_type = rock, lava, ice
It’s on several random mission solars and it must work, because I’ve never had a kill solar mission where the target was an asteroid base. The line that defines a zone as rock, lava or ice doesn’t seem to be used anywhere, however.
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@Adoxa thx, i thought - just no saves on my pc, will download then
@Sumanuti try: http://the-starport.net/freelancer/forum/viewtopic.php?post_id=51670#forumpost51670
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@Sumanuti yes asteroidarch.ini is unchanged, and changed only “Cube” section of Li01_detroit_debris_field_001.ini
Even dunno - for me works, i have official english distro with official patch and decrypted files by Adoxa’s Tini
and no binary hacks.Last chanse - do not copy-paste, write by hands instant_kill, do not make comments, resulting [Cube] section must look:
[Cube] asteroid = debris_small1, -0.7, 0.3, 0.2, 0, 20, 190, instant_kill asteroid = debris_med2, -0.3, -0.3, 0.8, 85, 0, 185, instant_kill asteroid = debris_large1, -0.2, -0.1, -0.6, 105, 160, 25, instant_kill asteroid = debris_small2, 0, -0.9, -0.8, 35, 110, 60, instant_kill