How to increase hp to dynamic asteroids?
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Already. Not interesting.
Hit points are needed -
Bullwinkle wrote:
What does MAX_ASTEROID_LOOT_DAMAGE in Constants.ini do?Dunno, but not increasing hp ;(
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HeIIoween wrote:
Bullwinkle wrote:
What does MAX_ASTEROID_LOOT_DAMAGE in Constants.ini do?Dunno, but not increasing hp ;(
Isn’t that constant also void? I can’t find it present anywhere in common.dll where the others are…
But yeah… It would be nice to be able to give the dynroids hitpoints… Along with mass (or have this been solved?) and explosions like mines when you get too close to them… Hehehehe
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Gisteron wrote:
have you never played the campain? you have mine fields there and orbital gas fields, which actually are just asteroids with different shapes. the explosion feature you can add to any other asteroid shape, too.Yes I know that and I’ve played the SP campaign COUNTLESS times both without and with different mods!
I’m not talking about shapes here… I know I could use a ship model (or any other model) as an asteroid if I wanted to!
What I was talking about was adding the same detection and explosions to DYNAMIC roids (The roids that moves) in the same way as the static ones (the roids that doesn’t move)
I’m not at my own PC so I can’t show you code examples… But if you really know how to edit asteroids you should know what I mean!
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@Bullwinkle: The entire [AsteroidConsts] section is not used. Really, why did I bother creating JFLP…?
@Helloween: Solution attached.
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Adoxa you rescued my day.
In combination with the solutions from here http://the-starport.net/freelancer/forum/viewtopic.php?post_id=30626#forumpost30626 battleships are prepared to fly through the fields.
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@Adoxa thx! You are engineering god of da freelancer!! x)
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HeIIoween wrote:
@Adoxa thx! You are engineering god of da freelancer!! x)Ah you ofcourse mean God? or even GOD(big letters) lol.
Well this gives an opportunity to make simply awesomely looking asteroid fields I must say.
Hope this will have no drawbacks at all.
Really Nicely done Jason.