How to increase mass to dynamic asteroids?
-
After colliding dynamic asteroid even with a very high mass(I used 1000000) nothing happens, I mean no damage is delivered to my ship. I tried altering COLLISION_DAMAGE_FACTOR, it works with static asteroids, but not dynamic, looks strange when you collide a huge asteroid at 600 m/s and get no damage at all. any solutions? Sur editing :-? ?
-
See if this helps. It seems to work, but test it out a bit more and if it really does I’ll add it to the plugin.
freelancer.exe, 124E7C & 124E7F, 03->01
Dynamic asteroids are type 0x4001, normal asteroids are 0x1003. It’s the missing bit 1 that causes a different damage calculation, but changing to 4003 doesn’t work (4001 is tested in multiple places, by the looks).
-
Wait, so I understand this right, we now have dynamic asteroids that cause damage?
-
what “other” objects…. im intrigued that might just be a good thing.
-
Because it might crash. As it turns out, it doesn’t work, anyway. I’m sure I took damage that first time, but I’m not registering any now. I’ll keep trying, but dynamic asteroids (CObject) and normal asteroids (CSimple) might just be too different for it to work. BTW, normal asteroids have a mass of 1000.
-
No, I don’t think it’s going to work. I believe what’s happening is that damage is done server-side, but dynamic asteroids are only client-side, so the server has no object to work with. It might be possible to just do it client-side, but I’ll leave that for another day.
-
Is it possible th make the autopilot or npcs evade these dynamic asteroids?
adoxa wrote:
but dynamic asteroids are only client-side, so the server has no object to work with.Does that mean that every client has different asteroids flying around?
-
They are not synced, that means if you shoot an asteroid no one else sees it, unless by chance some randomly generated asteroid got in the way.
-
And if not someone, but npc?
-
Doesn’t matter, every client sees his own randomly generated asteroid field.
-
Hack request! DsAce addon - synchro-asteroid-fields
JokeSo, dirty saying, freelancer client memory on actual moment of time is different than the memory of the server in this moment of time?
But how about cloak and multicruise plugins?
How do them operate - is it synchronisation?
-
But that means that there could be an asteroid in my way while shooting some other player that is not there on his pc - that could lead to him not beeing dead on my pc, but on his pc. Could that happen or would my shots just go through the asteroid?
-
You will most likely see your shot hit the asteroid AND the player taking damage. The former is as reported by your client while the latter is transmitted from the server.
-
Speed exists only on client side in FL so no sync is required.
Strange thing about asteroids: they seems to actually BE SYNCED between the client, because, for instance, my enemy can hide behind an asteroid while fighting and i will see the same thing.
NPCs, though, have their own server side asteroids and fly through ones generated on client.