Sat Nov 05, 2005 1:43 pm by BmB23
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