Unused features
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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…
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Ok, Rim don’t think that i deny it - will try as you said when will be at home
Yeah agreed too many references… -
Got other not-checked “inherits”:
[Asteroid] inherit = <nickname> [DynamicAsteroid] inherit = <nickname> [AsteroidMine] inherit = <nickname></nickname></nickname></nickname>
at *_equip.ini
[<equipment>] inherit = <nickname></nickname></equipment>
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Relating to storyline scripts, I dug up a few interesting strings in Content.dll a while back:
Act_SpawnShipRel
Act_SetFlee
Act_RepChangeRequest
Act_RelocateForm
Act_PlayerForm
Act_PilotParamsCnd_CmpToPlane
Cnd_JumpgateAct
Cnd_RumorHeardI never tested these very thoroughly but Rasauul did conduct quite a respectable amount of experiments. Most of his findings can be found on this thread from TLR:
Storyline Mission Tutorial -
Maybe somewhere present at inet - have not checked.
About storyline script got:
Act_ChangeState = SUCCEED, SILENT
It will tell only to find job without mission succeed message.
Seems to be SILENT you may add to any action, not only to Act_Destroy
Next (not checked):
InitState = ACTIVE we know.
Another values are INACTIVE, COMPLETENext (not checked):
Act_ChangeState = NO_STATE -
Great finds He11oween.
A few more from content.dll:
Cnd_InZone = (bool), (ship), (type)
Types are: OBJECT_ZONE, EXCLUSION_ZONE, NEBULA_ZONE, DUST_ZONE
Will fire if ship is or is not in the specified type of zone, depending on bool.
Cnd_JumpgateAct
(No idea what this one does)Act_PlayNN
(No idea what this one does)