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Minable Asteroids

Scheduled Pinned Locked Moved Coding
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  • S Offline
    S Offline
    Sabina
    wrote on global:last_edited_by,
    #1

    After getting my mining ship steering correctly, the next step in my project was getting the asteroids mineable not just the dynamics. my goal is to make the large asteroids profitable only for the large mining ships but as of yet i cant get the large ones to explode.
    I noticed that in the constants INI MAX_ASTEROID_LOOT_DAMAGE = 20000.000000 and yet the dynamic asteroids requires only 1 hit to destroy. Is this for the big asteroids? I’ve tried setting the damage value to 1.000000 and set my gun to 100,000 damage and still have no luck in destroying them. atm i’m trying this in the silverton field zone, in the field ini i changed the minedout with mineable2 asteroids. anyone have any suggestion? 🙂

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  • F Offline
    F Offline
    FriendlyFire
    wrote on global:last_edited_by,
    #2

    Non-dynamic asteroids cannot be destroyed as far as I know. As for the dynamic asteroids, I believe this constant could be setting the health of the loot you get when you blow asteroids up.

    I know there was some work on this, but my memory is fuzzy ::)

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  • F Offline
    F Offline
    Forsaken
    wrote on global:last_edited_by,
    #3

    Interesting. Some guys on my team toyed around with this for awhile before taking an alternate route. It isnt perfect (almost tho) but it accomplishes all of our goals and is a VAST improvement over vanilla mining.

    Sabina… check your pm box. 😉

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  • W Offline
    W Offline
    Wolfie
    wrote on global:last_edited_by,
    #4

    naww…cmon im interested in knowing this as well

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  • S Offline
    S Offline
    Sabina
    wrote on global:last_edited_by,
    #5

    I think the reason the non dynamics are undestroyable is that the [cube] asteroid refers to just models in the asteroidarch,
    but i found reference to the same asteroid in solararch and it has stats. i verified that is wasnt referring to them by changing
    the 3db and mat to a lava asteroid and sure enough it was unchanged. so i set the one in solararch with base type setting and
    with a loadout and set it up by newark just to try it out. it responds simlar to a wreck but unlike a wreck it has to be reduced
    to 0 before it drops its loot, I’ve tried in vain to to substitute this for the ones that the [cube] refers to but all that happens
    is the asteroids fail to appear in the field at all. the only other thing i could do is set them all by hand in the fields 😮
    another thing that irritates me is that the wreck style roids will all show on the scanner, not sure if this would cause lag with100 or more of them or not.

    anyone have any suggestions? 🙂

    in asteroids Li03_silverton_rock_asteroid_field

    [Cube]
    asteroid = mineable2_asteroid60, 0.600000, 0.200000, -0.200000, 35, 119, 20
    asteroid = mineable2_asteroid30, 0.200000, 0.800000, 0.300000, 45, 20, 0
    asteroid = mineable2_asteroid30, -0.300000, -0.300000, 0.800000, 85, 0, 185
    asteroid = mineable2_asteroid60, -0.700000, 0.400000, -0.400000, 0, 30, 170

    [LootableZone]
    asteroid_loot_container = lootcrate_ast_loot_silver  <–----
    asteroid_loot_commodity = commodity_silver  <-------
    dynamic_loot_container = lootcrate_ast_loot_silver
    dynamic_loot_commodity = commodity_silver
    asteroid_loot_count = 0,0  <------
    dynamic_loot_count = 1, 1
    asteroid_loot_difficulty = 95  <-----
    dynamic_loot_difficulty = 15

    in asteroiarch

    [Asteroid]
    nickname = mineable2_asteroid30
    DA_archetype = solar\asteroids\models\ast_mineable02_30.3db
    material_library = solar\ast_mineable.mat

    [Asteroid]
    nickname = mineable2_asteroid60
    DA_archetype = solar\asteroids\models\ast_mineable02_60.3db
    material_library = solar\ast_mineable.mat

    in SolarArch

    [Solar]
    nickname = ast_solar_mineable2_60
    type = station  ;NON_TARGETABLE
    DA_archetype = solar\asteroids\models\ast_mineable02_60.3db
    material_library = solar\ast_mineable.mat
    LODranges = 0, 2000
    destructible = true
    solar_radius = 10
    shape_name = NNM_SM_ROCK_ASTEROID
    hit_pts = 30.000000

    in solar\Loadouts

    [loadout]
    nickname = ast_solar_mineable2_60
    cargo = commodity_silver, 50

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  • L Offline
    L Offline
    Lord of the Hell[X]
    wrote on global:last_edited_by,
    #6

    There is way to do this as you want… It’s simple… The Galaxy mod and SWWT use this option and it works fine.

    You must define NPC as asteroid. Also you need faction for asteroids and shield that is indestructible by normal weapons, but miner arm(gun/turret) yes… You must add weapon type to all weapons in your mod to function this…

    The next step is encounter file. Is good to make new shipclass for your asteroids, but it’s not necessary.

    The NPC asteroid need engine with very slow speed(1, 0) and also you need to remove voise and names from faction(it’s strange… speaking asteroid with name Lt. Aaron Young).

    I suppose you can make you own loadout, shield, ship and encounter file…

    That’s all what i want to write to this topic and sorry for my english i’m still learning…

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