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Destroyable asteroids?

The general place to discuss MOD''ing Freelancer!

Post Wed Dec 22, 2004 3:16 pm

Destroyable asteroids?

I`ve just started work on trying to add to the destroyable universe mod for use in a mod i`m working on. If anyone has any interest in this then i`ll post what i`ve done..
But, so far i`ve got the solar type asteroids being targetable and destroyed leaving the yield of commodities. I`ve got to redo almost all of it again as the fuse is very poor, and they can be blown up very easily. Is it possible to get the asteroids that are generated by fields to be destroyable too? It would most likely need to have them targetable which would most likely crash the game. Maybe, if there`s an interference field so that you only get the surrounding rocks nearby..
Then end result will be, that the rocks will have very high hit points for their size and players will need to invest in a mining laser to gain the real benefits. I know it would be easier to just increase the chances of the field in making drops but i just like the idea of go anywhere and do anything..

Post Wed Dec 22, 2004 5:02 pm

Well I remember of a concept Fjord posted about :

Instead of using Asteroid fields, he used Encounters. The Ships had the Asteroid Mesh and they had 1 hull and a shield. The shield would be highly resistant to every guns except mining guns. The faction owning the ship was neutral and stayed like this.

I only don't know how he wanted to make it so they always move in right line, no matter what happens around...

Post Wed Dec 22, 2004 5:53 pm

only thing with that is that then they dont move all that realisticly. its going to move in a strate line all the time its not going to twist like some astrodes do.

later


p.s dont look behind u

Post Wed Dec 22, 2004 6:28 pm

Asteroids *do* travel in straight lines, but some of the models spin. This may either be a called Fuse event (or, which is more likely) an animation built into the 'roids themselves (just like many other models that have animated parts). Sooooo... I'll betcha... that if you could check the 'roids out with UTF Edit, you might find some have animation instructions in them. So all you'd need to do is make a ship that can't turn, or can turn ridiculously slowly (see my Warriors of the Sky, Alpha 4 to see ships that cannot turn on one axis, or wait 'til the Beta to see a better implementation method) ... and give it the Asteroid's 3DB or CMP.

The real pain would be making a custom Encounter type and precluding the "asteroids" attempting to enter Cruise. Again, look at my mod- I've nerfed Cruise to the point that it doesn't exist, for all intents and purposes, and in Beta I'm going to make darn sure that all Cruise-related sounds lead to Null- i.e., they won't make any noise, lose any speed, or have anything happen whatsoever (I've been thinking that I need to record a voiceover for user-piloted ships that says, "Cruise shuts off your weapons and won't increase your speed, foo!" or something, hehe

Post Thu Dec 23, 2004 5:41 am

lol, can you imagine being hailed my the asteroid?

Post Thu Dec 23, 2004 10:52 am

well, you can set a bunch of stuff for the factions, and can make it so they do not talk at all etc.

Post Thu Dec 23, 2004 3:20 pm

So. if I have an asteroid with no engine it still moves? I`m not sure about having every asteroid lootable anyway now. It would be better just sticking to the solar asteroids and making little pockets of mineable big rocks. I`ll probably do debris objects as well.. Anyone know how to control the respawn time for destroyed solars?

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