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Corona Tunnel

The general place to discuss MOD''ing Freelancer!

Post Sat Nov 05, 2005 10:18 am

Corona Tunnel

I want to make a tunnel through a stars corona. So that you can reach a base very very close to the star without dieing(spelling?).

But how can I do this?

Post Sat Nov 05, 2005 11:39 am

Good question.

One way i can think of is to "scrap" the suns corona, basically make its atmosphere 1 more than its radius. Then make a fake corona that has the "Atmosphere_burn" effect on it and deals radiation damage. That will recreate teh suns corona, the difference? Now you can create a cylindrical Exclude Zone to make a tunnel through it. Voila.

and its "dying"

Post Sat Nov 05, 2005 12:01 pm

Thx will try that.

And thanks for the spell check.

Post Sat Nov 05, 2005 1:43 pm

Hmm... I die anyways... the exclusion is big enough and I follow the markers closely yet I die at the start-of-corona marker.

I dont think exclusion zones do anything about damage.

Crap.

Or maybe I did something wrong?
{Spoiler=li06.ini}
[SystemInfo
space_color = 0, 0, 0
local_faction = li_lsf_grp

[TexturePanels
file = universe\heavens\shapes.ini

[Music
space = music_li_space
danger = music_li_danger
battle = music_li_battle

[Dust
spacedust = Dust

[Asteroids
file = solar\asteroids\LI06_fakecorona_01.ini
zone = Zone_LI06_fakecorona_01

[Ambient
color = 0, 0, 0

[Background
basic_stars = solar\starsphere\starsphere_stars_basic.cmp
complex_stars = solar\starsphere\starsphere_generic_stars.cmp
nebulae = solar\starsphere\starsphere_li01.cmp

[LightSource
nickname = LI06_system_light
pos = 0, 0, 0
color = 255, 255, 255
range = 64000
type = DIRECTIONAL
atten_curve = DYNAMIC_DIRECTION

[zone
nickname = LI06_Sun1_death
pos = 0, 0, 0
shape = SPHERE
size = 2010
damage = 100000
sort = 99.500000
density = 0
relief_time = 0

[Object
nickname = LI06_Sun1
ids_name = 458754
pos = 0, 0, 0
ambient_color = 255, 255, 255
archetype = sun_2000
star = med_white_sun
atmosphere_range = 1005
burn_color = 255, 255, 255
ids_info = 66162

[Object
nickname = LI06_01
pos = 3012, 0, 39
ids_info = 65713
behavior = NOTHING
pilot = pilot_solar_easy
dock_with = LI06_01_Base
base = LI06_01_Base
reputation = li_lsf_grp
rotate = 0, -180, 0
archetype = prison
ids_name = 458755
loadout = prison
difficulty_level = 1
space_costume = , robot_body_a
voice = atc_leg_f01

[Object
nickname = LI06_track_ring_01
ids_name = 0
ids_info = 0
rotate = 0, -90, 0
pos = 8756, -1, 39
archetype = track_ring
parent = LI06_01
reputation = li_lsf_grp

[Object
nickname = LI06_track_ring_02
ids_name = 0
ids_info = 0
rotate = 0, -90, 0
pos = 7959, -1, 39
archetype = track_ring
parent = LI06_01
reputation = li_lsf_grp

[Object
nickname = LI06_track_ring_03
ids_name = 0
ids_info = 0
rotate = 0, -90, 0
pos = 7151, -1, 38
archetype = track_ring
parent = LI06_01
reputation = li_lsf_grp

[Object
nickname = LI06_track_ring_04
ids_name = 0
ids_info = 0
rotate = 0, -90, 0
pos = 6329, -2, 38
archetype = track_ring
parent = LI06_01
reputation = li_lsf_grp

[Object
nickname = LI06_track_ring_05
ids_name = 0
ids_info = 0
rotate = 0, -90, 0
pos = 5485, -2, 39
archetype = track_ring
parent = LI06_01
reputation = li_lsf_grp

[Object
nickname = LI06_track_ring_07
ids_name = 0
ids_info = 0
rotate = 0, -90, 0
pos = 4646, -1, 39
archetype = track_ring
parent = LI06_01
reputation = li_lsf_grp

[Object
nickname = LI06_track_ring_08
ids_name = 0
ids_info = 0
rotate = 0, -90, 0
pos = 3904, -2, 38
archetype = track_ring
parent = LI06_01
reputation = li_lsf_grp

[Object
nickname = LI06_space_solar_plant_01
ids_name = 0
ids_info = 0
rotate = 0, 0, 0
pos = 2724, 0, 39
archetype = space_solar_plant
parent = LI06_01
reputation = li_lsf_grp

[Zone
nickname = Zone_LI06_FCexclusion_01
pos = 3356, 0, 39
shape = BOX
size = 1300, 735, 735
property_flags = 131072
damage = 0
visit = 128
sort = 99.500000

[Zone
nickname = Zone_LI06_FCexclusion_02
pos = 6330, 0, 52
rotate = 0, -90, 0
shape = BOX
size = 332, 332, 4934
damage = 0
property_flags = 131072
sort = 99.500000

[Object
nickname = LI06_to_Li01_hole
ids_name = 260622
pos = 11000, 0, -23
rotate = 0, 88, 0
archetype = jumphole_red
msg_id_prefix = gcs_refer_system_Li01
jump_effect = jump_effect_hole
ids_info = 66146
visit = 0
goto = Li01, Li01_to_LI06_hole, gate_tunnel_bretonia

[zone
nickname = Zone_LI06_to_Li01_hole
pos = 11001, 0, -22
shape = SPHERE
size = 1000
property_flags = 131072
visit = 128
sort = 0

[Zone
nickname = Zone_LI06_fakecorona_01
ids_name = 458757
pos = 0, 0, 0
shape = SPHERE
size = 8600
property_flags = 130
ids_info = 0
visit = 36
spacedust = dust
spacedust_maxparticles = 50
comment = Fake Corona
sort = 20
toughness = 6
density = 5
repop_time = 20
max_battle_size = 4
pop_type = nonlootable_ast_field
relief_time = 35
damage = 100000
interference = 0.000000

[Object
nickname = LI06_hazard_buoy_1
ids_name = 261163
pos = 8669, 0, -209
archetype = hazard_buoy

[Object
nickname = LI06_hazard_buoy_2
ids_name = 261163
pos = 8658, 0, 301
archetype = hazard_buoy

[Object
nickname = LI06_hazard_buoy_3
ids_name = 261163
pos = 3931, 0, -197
archetype = hazard_buoy

[Object
nickname = LI06_hazard_buoy_4
ids_name = 261163
pos = 3931, 0, 258
archetype = hazard_buoy

[Object
nickname = LI06_hazard_buoy_5
ids_name = 261163
pos = 3605, 0, -284
archetype = hazard_buoy

[Object
nickname = LI06_hazard_buoy_6
ids_name = 261163
pos = 3278, 0, -284
archetype = hazard_buoy

[Object
nickname = LI06_hazard_buoy_7
ids_name = 261163
pos = 3647, 0, 345
archetype = hazard_buoy

[Object
nickname = LI06_hazard_buoy_8
ids_name = 261163
pos = 3256, 0, 345
archetype = hazard_buoy
{/spoiler}
[Spoiler=LI06_fakecorona_01.ini

[TexturePanels
file = solar\asteroids\debris_shapes.ini

[Field
cube_size = 400
fill_dist = 1600
diffuse_color = 100, 100, 80
ambient_color = 255, 255, 255
ambient_increase = 20, 20, 30
empty_cube_frequency = 0.600000

[properties
flag = Debris_objects
flag = Object_density_low

[Exclusion Zones
exclusion = Zone_LI06_FCexclusion_01
exclude_billboards = 1
exclusion = Zone_LI06_FCexclusion_02
exclude_billboards = 1

[Cube

[AsteroidBillboards
count = 0
start_dist = 1000
fade_dist_percent = 0.300000
shape = debris_tri
color_shift = 1, 1, 1
ambient_intensity = 1.000000
size = 50, 130

[DynamicAsteroids
asteroid = dasteroid_debris_small1
count = 0
placement_radius = 150.000000
placement_offset = 90.000000
max_velocity = 8.000000
max_angular_velocity = 2.000000
color_shift = 1, 1, 1

[LootableZone
asteroid_loot_container = lootcrate_ast_loot_metal
asteroid_loot_commodity = commodity_scrap_metal
dynamic_loot_container = lootcrate_ast_loot_metal
dynamic_loot_commodity = commodity_scrap_metal
asteroid_loot_count = 0, 0
dynamic_loot_count = 0, 0
asteroid_loot_difficulty = 50
dynamic_loot_difficulty = 3

and in case you want to see for your self heres the 'base' files:
[/spoiler
[Spoiler=LI06_01_base.ini

[BaseInfo
nickname = LI06_01_Base
start_room = Deck

[Room
nickname = Bar
file = Universe\Systems\LI06\Bases\Rooms\LI06_01_bar.ini

[Room
nickname = Deck
file = Universe\Systems\LI06\Bases\Rooms\LI06_01_deck.ini

LI06_01_bar.ini:

[Room_Info
set_script = Scripts\Bases\Li_07_bar_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\Li_07_bar_ambi_int_01.thn
animation = Sc_loop

[Room_Sound
music = music_bar_generic03
ambient = ambience_deck_space_smaller

[CharacterPlacement
name = Zg/PC/Player/01/A/Stand
start_script = Scripts\Bases\li_07_bar_enter_01.thn

[Camera
name = Camera_0

[Hotspot
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck

[Hotspot
name = IDS_HOTSPOT_BAR
behavior = ExitDoor
room_switch = Bar

[Hotspot
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = ExitDoor
room_switch = Deck
set_virtual_room = Trader

[Hotspot
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = ExitDoor
room_switch = Deck
set_virtual_room = Equipment

[Hotspot
name = IDS_HOTSPOT_NEWSVENDOR
behavior = NewsVendor

[Hotspot
name = IDS_HOTSPOT_MISSIONVENDOR
behavior = MissionVendor

LI06_01_deck.ini:
[Room_Info
set_script = Scripts\Bases\Li_07_Deck_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\Li_07_Deck_ambi_int_01.thn
animation = Sc_loop

[Spiels
CommodityDealer = manhattan_commodity_spiel
EquipmentDealer = manhattan_equipment_spiel

[Room_Sound
ambient = ambience_deck_space_smaller

[PlayerShipPlacement
name = X/Shipcentre/01

[Camera
name = Camera_0

[Hotspot
name = IDS_HOTSPOT_DECK
behavior = ExitDoor
room_switch = Deck

[Hotspot
name = IDS_HOTSPOT_BAR
behavior = ExitDoor
room_switch = Bar

[Hotspot
name = IDS_HOTSPOT_COMMODITYTRADER_ROOM
behavior = VirtualRoom
room_switch = Trader

[Hotspot
name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom
room_switch = Equipment

[Hotspot
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = Deck

[Hotspot
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = Trader

[Hotspot
name = IDS_HOTSPOT_COMMODITYTRADER
behavior = StartDealer
state_read = 2
state_send = 1
virtual_room = Trader

[Hotspot
name = IDS_DEALER_FRONT_DESK
behavior = FrontDesk
state_read = 1
state_send = 2
virtual_room = Equipment

[Hotspot
name = IDS_HOTSPOT_EQUIPMENTDEALER
behavior = StartEquipDealer
state_read = 2
state_send = 1
virtual_room = Equipment

[Hotspot
name = IDS_EQUIPMENT_ROOM_RIGHT
behavior = MoveRight
state_read = 2
state_send = 1
virtual_room = Equipment

[Hotspot
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = Equipment

[FlashlightSet
icolor = 0, 155, 255
scale = 0.250000
gap = 0.000000
blink = 0.000000
endpause = 0.000000
hardpoint = HpLightA01
hardpoint = HpLightA02
hardpoint = HpLightA03
hardpoint = HpLightA04
hardpoint = HpLightA05
hardpoint = HpLightA06
hardpoint = HpLightA07
hardpoint = HpLightA08
hardpoint = HpLightA09
hardpoint = HpLightA10
hardpoint = HpLightA11
hardpoint = HpLightA12
hardpoint = HpLightA13
hardpoint = HpLightA14
hardpoint = HpLightA15
hardpoint = HpLightA16
hardpoint = HpLightA17
hardpoint = HpLightA18
hardpoint = HpLightA19
hardpoint = HpLightA20
hardpoint = HpLightA21
hardpoint = HpLightA22
hardpoint = HpLightA23
hardpoint = HpLightA24
hardpoint = HpLightA25
hardpoint = HpLightA26
hardpoint = HpLightA27
hardpoint = HpLightA28
hardpoint = HpLightB21
hardpoint = HpLightB22
hardpoint = HpLightB23
hardpoint = HpLightB24
hardpoint = HpLightB25
hardpoint = HpLightB26

[FlashlightSet
icolor = 255, 255, 55
scale = 0.250000
gap = 0.000000
blink = 0.050000
endpause = 0.000000
numlights = 26
hardpoint = HpLightB01
hardpoint = HpLightB02
hardpoint = HpLightB03
hardpoint = HpLightB04
hardpoint = HpLightB05
hardpoint = HpLightB06
hardpoint = HpLightB07
hardpoint = HpLightB08
hardpoint = HpLightB09
hardpoint = HpLightB10
hardpoint = HpLightB11
hardpoint = HpLightB12
hardpoint = HpLightB13
hardpoint = HpLightB14
hardpoint = HpLightB15
hardpoint = HpLightB16
hardpoint = HpLightB17
hardpoint = HpLightB18
hardpoint = HpLightB19
hardpoint = HpLightB20
[/spoiler
[Spoiler=LI01.ini JumpHole entry

[Object
nickname = Li01_to_LI06_hole
ids_name = 458756
pos = -31125, 0, -27462
rotate = 0, 55, 0
archetype = jumphole_red
msg_id_prefix = gcs_refer_system_LI06
jump_effect = jump_effect_hole
ids_info = 66146
visit = 0
goto = LI06, LI06_to_Li01_hole, gate_tunnel_bretonia

[zone
nickname = Zone_Li01_to_LI06_hole
pos = -31124, 0, -27461
shape = SPHERE
size = 1000
property_flags = 131072
visit = 128
sort = 0
[/Spoiler

Take a pick!

Edited by - BmB23 on 11/5/2005 1:45:19 PM

Edited by - BmB23 on 11/5/2005 1:46:28 PM

AAAAAAAAAAAAA!!! I ****ING HATE THINGS THAT DOESNT WORK!!
DAMN
RETARDED
STUPID
MORONIC
CRAP
FORUM!!!!!!!!!!!!!!!!!!!!!!!

Damn that felt good.

Edited by - BmB23 on 11/5/2005 1:47:48 PM

Post Sat Nov 05, 2005 2:06 pm

lol.

Your probably not putting in your exclusion zones correctly, becuase exclusion zones stop damage as well.

Post Sat Nov 05, 2005 3:50 pm

did you try linking the exclusion zone to the radiation field?

thats if your using FLE, and if your not, i feel VERY sorry for you

Post Sun Nov 06, 2005 1:32 am

Are you sure that they stop damage?

If I put asteroids in the zone it sure looks like its excluding.

Theres also the problem that the sun gets all blurry.

I do use FLE... but I link the exclusion zones in notepad.

Edited by - BmB23 on 11/6/2005 1:36:38 AM

Post Sun Nov 06, 2005 7:12 am

Exclusion zones do not stop damage.

Post Sun Nov 06, 2005 7:17 am

Thanks for putting that right... darn... how could I else do this if it's possible at all?

Take a pick!

Post Sun Nov 06, 2005 3:42 pm

Maybe you could use some sort of radiation field/mine field where contact with the objects (dust particles) results in damage.
The exclusion field could be used for this ok..

Post Sun Nov 06, 2005 11:20 pm

Yeah... invisible Mines would work just fine... just make 'em pretty big, and then the only challenge would be tweaking it all for performance... because you'd want the "field" to be very solid, which would mean a lot of (very low-poly) SURs... still, it should work just fine. A Minefield with Mines and a very nasty Explosion would be just as lethal as anything else, and would play nice with the Exclusion Zone. Good idea

Post Mon Nov 07, 2005 7:11 am

Thx... That should work... Now theres one problem left! A field occludes the sun... Not desireable. Is there a way to disable this? I think I saw a thread once that dealt with this, some value to be tweaked wich determined how much a field should occlude stars.

Post Mon Nov 07, 2005 10:26 pm

Try messing with the ExclusionBand entry in the field ini.

Post Fri Nov 11, 2005 7:13 am

What entry? the [band one? there doesnt see mto be anything there wich could affect the occludency... or whatever you call it.

Post Sat Nov 12, 2005 1:48 pm

The [ExclusionBand section is only used in three fields in the entire game, so it is little known.

Solars\Asteroids\Bw02_minefield.ini
Solars\Asteroids\Bw04_Von_Rohe_lava_asteroids.ini
Solars\Asteroids\Li01_Pittsburgh_debris_field_001.ini

The zone it affects must be one of the [Exclusion Zones entries in the field ini file. I have not confirmed myself what, if any, effects this has but I believe one of them is that it adds the typical field band to the exclusion zone.

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