How to increase mass to dynamic asteroids?
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Nawh it’s not, I think what you have to do is open the SUR file of the dynamic asteroid with the UTF editor, and there is a mass value. I might be wrong, but I know you can change the mass of them.
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I was do that as what you say, but I can’t see any values in the SURs file at the UTF editor.
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How must be named mass value in sur? Maybe simply adding this name and value gives us result …
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Here’s a draft tutorial that (again) explains how to edit shield SUR files for capital ships. It also talks about editing the inertia values stored in the SUR file. I think that you would want to do the same thing for the dynamic asteroid SUR file.
http://the-starport.net/modules/mediawiki/index.php/Capital_ship_shields
By the way, I can’t seem to get the
block to work correctly in this tutorial. What have I done wrong?
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It’s something on the backend. You shouldn’t have touched anything, we’ll fix it when we find what it is. Adding semi-colons will break the entire thing once it’s fixed…
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I’m currently looking for a way to even attach new .surs to .3dbs. After I can do that maybe we can try applying mass to dynamic asteroids. Has anyone been successful in accomplishing this?
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@ Sushi
Are you talking about things like planets, cargo pods etc? If so the LS’s sur buider is the tool for you. I’ve created surs for all formats, cmp’s, 3db’s, no matter if its a scenery part, planet, cargo pod or whatever, all work.
Hope that’s what you mean
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Awesome. I didn’t know it did that. I’ll have to give this a whirl then
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So, I’ve tried using LS’s tool for the .3db and, in game, it doesn’t attached the .sur to the model. I tried making it for our new missiles/torpedos.
Can anyone confirm they work for .3db models?
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Hm. When I attach them to missile/torps that are released from craft there are no attached .surs with them.
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Sushi, you are confusing me.
What do you mean “attach”?
You don’t attach any sur. It must just have exactly the same name as the .3db, and must be in the same folder, that is all:
e.g. asteroid1.3db; asteroid1.sur
e.g. mybigbadship.cmp; mybigbadship.sur
e.g. myblastermissile.3db; myblastermissile.sur
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Yes, I realize that. By attach I mean in the game the missiles are without a hitbox even though there is an appropriate .sur file made. That means, to me, while in game the freelancer engine isn’t joining the .3db and .sur, for some reason, whether this be my error or not.
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Ah, OK now I understand. (I’m easily confused these days as you all know!) lol
I guess it’s because you want to be able to destroy them with gunfire as they fly?
All missiles in the game use the li_rad_missile.3db and li_rad_missile.sur file, and torpedoes use ge_torpedo.3db and ge_torpedo.sur
Mines can be destroyed, I’ve done that, but I’m not sure about missiles, I’ve not tried that. Try giving your missiles the standard 3db and sur files and if that works you should be able to replace them with yours. Let us know what happens.