Unused features
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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
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[EffectType] nickname = EFT_MISSILE_DRIVE priority = 0.5 generic_priority = 1 lod_type = EFT_LOD_WEAPON radius = 250 visibility = EXIST_OFFSCREEN update = CULL_UPDATE fps = 700 ; <-- Wut? Fps of effect?? run_time = -1 pbubble = 1000, 2000
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Some of the textures in the FX files are made up of frames, like smoke, lightning, explosions etc. I think the fps are setup in the txm file though.
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Strange parameter at vignettecriticalloot.ini:
why_desired
why_desired = <int>, <int>or
why_desired = <int>seems to be has no effect :/</int></int></int> -
To be pedantic, both ints are required (you get away with it in text mode, but in bini mode you’ll get the message box saying it doesn’t exist). However, as you say, it doesn’t seem to be used (removed all but the escape pod loot and took an arrest job, breakpoint wasn’t triggered).
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File select_equip.ini section [TradeLane]:
tl_ship_splash = <effect from="" effects.ini="">tl_player_enter = <effect from="" effects.ini="">tl_player_exit = <effect from="" effects.ini="">tl_player_disrupt = <effect from="" effects.ini="">tl_ring_shield = basic_tl_ring_shield ; already present at effects.ini tl_ring_tube = <effect from="" effects.ini="">tl_ring_active_start = <effect from="" effects.ini="">tl_ring_active_loop = <effect from="" effects.ini="">tl_ring_active_end =</effect></effect></effect></effect></effect></effect></effect>
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[Ship]
inherit = <nickname>camera_angular_slerp_multiplier = <float>[Solar]
inherit = <nickname>inherit tested with ships, seems to work for everything except shield_link, not tested with solars.
camera_angular_slerp_multiplier used by co_elite in the original bini’d shiparch.ini file, not found in the SDK.</nickname></float></nickname>