How to increase hp to dynamic asteroids?
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May be doublepost, but intresting.
Ho to do hp to dynamic asteroids? -
Any solution for increasing the hitpoints of dynamic asteroids?
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I don;t know but I wonder if adding for example hit_pts = 2500 to the entry in DATA\SOLAR\asteroidarch.ini would do it?
Sorry I don’t have the time to try it for you.
Have a go and report back. You will need to find which field that asteroid is used, and modify that asteroid’s entry, and go shoot a few.
For example the DAsteroid_mineable_small1 is used in br01_cornwall_rock_asteroid_field.ini (BR01 system = New London, sector 6E-7F approximately).
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Not working
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dynamic asteroids do not have hitpoints. try out, comment the damage values of a weapon and set them temporarily to zero. if you shoot a dynast, it will blow off anyway. they have detection for shots and are destroyable with any imaginable weapon in FL except for collision.
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Collision… hmhmhmhm…
Few shots as collision damage and last one as regular shot?And is there any way to do “collision weapon”?
So it is other topic i think. -
What does MAX_ASTEROID_LOOT_DAMAGE in Constants.ini do?
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Gisteron wrote:
dynamic asteroids do not have hitpoints. try out, comment the damage values of a weapon and set them temporarily to zero. if you shoot a dynast, it will blow off anyway. they have detection for shots and are destroyable with any imaginable weapon in FL except for collision.Asteroids are not destructible with explosions, end even with direct hit of missile(not sure here).
It’s really a nice idea to have dynamic fields with indestructible asteroids.
Many have tried to give those asteroids hit_pts, no way so far
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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.