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Fenomena: Whitehole puffing things from the centre of a zone

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Post Fri Sep 16, 2005 6:04 am

Fenomena: Whitehole puffing things from the centre of a zone

This is how I made ships get puffed around in the Badlands. I made a explosion arch in explosion.ini:

[explosion
nickname = explosion_my_own_mine
lifetime = 0.000000
process = none
strength = 5000
radius = 300
hull_damage = 0
energy_damage = 0
impulse = 500

Then I changed the asteroidarch badlands_small1 in asteroidarch.ini:

[Asteroid
nickname = badlands_small1
DA_archetype = solar\asteroids\models\badlands_small.3db
material_library = solar\ast_badlands.mat
explosion_arch = explosion_my_own_mine
detect_radius = 500
explosion_offset = 0
recharge_time = 0.010000

This was my most revolutionary idea if it hasnt been done before but you could also increase the drift of clouds in Li01_badlands_nebula.ini in the solar/nebula folder.

Here's the thing I forgot(always forgets something)
In li01_badlands_asteroid fields you should place (, mine) after the asteroid placements.

asteroid = badlands_small1, 0.300000, -0.650000, 0.200000, 0, 50, 8, mine

may also in the low density badlands asteroid fields


Edited by - erkolos on 5/21/2006 12:55:32 AM

Edited by - erkolos on 5/21/2006 1:09:24 AM

Post Fri Sep 16, 2005 8:28 am

The result of this would be that your ship would be puffed around in the nebula.
Something for those who wishes danger in space with no other ships.

Testing the forum codes

Edited by - erkolos on 9/16/2005 9:29:51 AM

Edited by - erkolos on 9/16/2005 9:30:41 AM

Post Fri Sep 16, 2005 12:20 pm

Nice idea Will try it out

+++ out of cheese error - redo from start +++

Post Fri Sep 16, 2005 8:09 pm

What does it do plese tell me.

-------------------------------------
"You dont see me, you dont hear me, but you know im there."
I will bild the first Galactic Empire!

Post Fri Sep 16, 2005 9:35 pm

Well, in stock FL, it wouldn't make things more dangerous, per se- just more annoying- you'd run into things all the time in Cruise, with very little control. I haven't playtested this code, but I doubt if it'd be fun for very long.

In a mod like mine, where impact damage is turned up considerably, and Cruise speed has been altered... such a thing would be downright lethal

Post Sat Sep 17, 2005 7:29 am

It is is very fun only by that parrt that it would be difficult hitting enemy ships, I would call it challenging.'

I forgot one thing, you have to write (, mine) in the baldlands asteroid fields after

asteroid = badlands_small1, 0.300000, -0.650000, 0.200000, 0, 50, 8,

ofcourse it could be changed to the better, like the detectradius shouldnt be much higher than the than the explosion radius.

I'd like things the more realistic or the old fashion way so I rather put down the cruise speed to 150

This would might work better on my freelancer game because I have made the mass of all the ships except the nomads to have 1000% mass so instead of making all your ships have 1000% mass you could lower the impulse of the explosion to 10%.

But it is really cool with 1000% mass and more rotation inertia only from that part that it would be difficult to stop after high speed and then dock.


Edited by - erkolos on 9/30/2005 5:45:56 AM

Post Sat Sep 17, 2005 10:02 pm

Now I have made some sort of White hole by making this zone:

[Asteroids
file = SOLAR\ASTEROIDS\white_hole.ini
zone = Zone_Rh02_Fuchu_sphere2

[zone
nickname = Zone_Rh02_Fuchu_sphere2
pos = -29551, 0, -51205
rotate = 0, 0, 0
shape = ELLIPSOID
size = 2500, 2500, 2500
sort = 99.500000

And heres the asteroid file, should be named white hole and be in the solar/asteroid folder if you copied the things above:

[TexturePanels
file = solar\asteroids\rock_shapes.ini

[Field
cube_size = 2500
fill_dist = 2500
tint_field = 15, 15, 15
max_alpha = 1.000000
empty_cube_frequency = 0.000000

[properties
flag = badland_danger_objects
flag = danger_density_low

[Exclusion Zones

[Cube
xaxis_rotation = 0, 0, 0, 180
yaxis_rotation = 0, 0, 0, 180
zaxis_rotation = 0, 0, 0, 180
asteroid = mine_of_my_own, 0.300000, -0.650000, 0.200000, 0, 0, 0, mine

[DynamicAsteroids
asteroid = DAsteroid_planet_frag_small1
count = 10
placement_radius = 200.000000
placement_offset = 150.000000
max_velocity = 50.000000
max_angular_velocity = 3.000000
color_shift = 1.000000, 1.000000, 1.000000

[LootableZone
asteroid_loot_container = lootcrate_ast_loot_water
asteroid_loot_commodity = commodity_water
dynamic_loot_container = lootcrate_ast_loot_water
dynamic_loot_commodity = commodity_water
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 10
dynamic_loot_difficulty = 2

For this you would also need the mine mentioned in the asteroid file:

[Asteroid
nickname = mine_of_my_own
DA_archetype = solar\misc\blhazard.3db
explosion_arch = explosion_large_mine_3
detect_radius = 2500
explosion_offset = 0
recharge_time = 0.010000

With this explosion arch in explosions.ini in the fx folder:

[explosion
nickname = explosion_large_mine_3
lifetime = 0.000000
process = none
strength = 1500
radius = 2500
hull_damage = 0
energy_damage = 0
impulse = 1500

I have not made a proper white hole exterior, but in result of these codes things would be puffed away from the senter of the zone. You would see all the planet fragments being puffed away very fast because of their lack of mass.

Post Sun Sep 18, 2005 5:58 am

Hay can u put up 2 Screen Shots of the badlands and the whire hole. Plese if I like it ill try adding it to my mod and give credits to hmm.. Who shall I give the credits 2?

-------------------------------------
"You dont see me, you dont hear me, but you know im there."
I will bild the first Galactic Empire!

Post Sun Sep 18, 2005 9:14 am

I said I havent made any exterior of the whitehole so it cant be seen. The only thing I figured out is how things could be puffed away from the centre of a zone.

If I should make an exterior to the white hole i would surely just make a big white cloud.

Do not need any credits

Edited by - erkolos on 9/18/2005 10:41:47 AM

Post Sun May 21, 2006 12:07 am

I think these mines with constant and impulsive explosions could be of use if you are going to make black holes "suck".

For example, youcould make a small system with a "white hole zone" above it and a visual dark hole below which might have radiation damage in the centre of it. The "white hole" would puff ships downwards to the "black hole", but you wouldnt get "sucked" into the centre of the "black hole" and therefore wouldnt be able to orbit it.

Other example would be to make multiple "white hole mines" around the "black hole" which will puff things to the "black hole", this might cause the "black hole" to only puff things away and not "suck", but once I made a zone with invisable "white hole mines" like in the badlands mentioned above, and there I had asteroid encounters (ships without engines and had asteroid models) and those asteroids was always uniting certain places between the invisable "white hole mines", it looked like gravety.

Edited by - erkolos on 5/21/2006 1:15:10 AM

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