Unused features
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@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> -
Thx Rim - intresting, seems to be inherit used like for pilots
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Ah, wait! Inherit is for collision groups.
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I’ve never really tried, but I always felt it’d be logical if inherit was a global property that always worked and just looked for another block of the same type and appended whatever code was in it.
Considering it seems to work for a lot of things, who knows…