Game crashes when firing missiles at a shiparched asteroid.
... on the road again. Problem doesnt appear anymore, still cant see why it happened.
I am going to go back to modifying my freelancer trial after playing WoW for too long. I find it fun, experimentating with the game and downloading your mods searching for some files which dont come with the trial, especially br_capships.mat right now.
Anyway... I have some fun making an asteroid field with some of the asteroids made in shiparch.ini to make them float. Later I am going to add some 'puffing' (as I have mentioned once before in general editing forum) to make them move around.
A really nasty thing which seems horrible because I am planning to make my game with almost only missile weapons is that whenever a missile gets near this asteroid:
[Ship
ids_name = 1
ids_info = 1
nickname = asteroid_enc
LODranges = 10000
type = PLANET
DA_archetype = solar\asteroids\models\ast_ice_10.3db
material_library = solar\asteroids\models\ast_ice.mat <- this one didnt come with the trial, only parts of came from downloads, guess how, hehe
linear_drag = 1.000000
mass = 1000.000000
hit_pts = 10000
... the game chrashes. This is the missile:
[Motor
nickname = missile01_mark01_motor
lifetime = 2.750000
accel = 22.038601
delay = 0
[Explosion
nickname = missile01_mark01_explosion
effect = li_missile02_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 16
hull_damage = 489
energy_damage = 0
impulse = 0
[Munition
nickname = missile01_mark01_ammo
explosion_arch = missile01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 2.903330
Motor = missile01_mark01_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
max_angular_velocity = 0.000000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265147
ids_info = 266147
mass = 1
volume = 0.000000
[Gun
nickname = missile01_mark01
ids_name = 263147
ids_info = 264147
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 2
muzzle_velocity = 30.299999
toughness = 3.700000
projectile_archetype = missile01_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
I hope someone can help me.
EDIT: By the way, the asteroids are NPC
Edited by - erkolos on 8/16/2006 9:09:11 AM
Edited by - erkolos on 8/17/2006 8:31:41 AM
I am going to go back to modifying my freelancer trial after playing WoW for too long. I find it fun, experimentating with the game and downloading your mods searching for some files which dont come with the trial, especially br_capships.mat right now.
Anyway... I have some fun making an asteroid field with some of the asteroids made in shiparch.ini to make them float. Later I am going to add some 'puffing' (as I have mentioned once before in general editing forum) to make them move around.
A really nasty thing which seems horrible because I am planning to make my game with almost only missile weapons is that whenever a missile gets near this asteroid:
[Ship
ids_name = 1
ids_info = 1
nickname = asteroid_enc
LODranges = 10000
type = PLANET
DA_archetype = solar\asteroids\models\ast_ice_10.3db
material_library = solar\asteroids\models\ast_ice.mat <- this one didnt come with the trial, only parts of came from downloads, guess how, hehe
linear_drag = 1.000000
mass = 1000.000000
hit_pts = 10000
... the game chrashes. This is the missile:
[Motor
nickname = missile01_mark01_motor
lifetime = 2.750000
accel = 22.038601
delay = 0
[Explosion
nickname = missile01_mark01_explosion
effect = li_missile02_impact
lifetime = 0.000000, 0.000000
process = disappear
strength = 100
radius = 16
hull_damage = 489
energy_damage = 0
impulse = 0
[Munition
nickname = missile01_mark01_ammo
explosion_arch = missile01_mark01_explosion
loot_appearance = ammo_crate
units_per_container = 10
hp_type = hp_gun
requires_ammo = true
hit_pts = 2
one_shot_sound = fire_missile_regular
detonation_dist = 4
seeker = LOCK
time_to_lock = 0
seeker_range = 1000
seeker_fov_deg = 35
max_angular_velocity = 2.903330
Motor = missile01_mark01_motor
force_gun_ori = false
const_effect = li_missile02_drive
HP_trail_parent = HPExhaust
max_angular_velocity = 0.000000
DA_archetype = equipment\models\weapons\li_rad_missile.3db
material_library = equipment\models\li_equip.mat
ids_name = 265147
ids_info = 266147
mass = 1
volume = 0.000000
[Gun
nickname = missile01_mark01
ids_name = 263147
ids_info = 264147
DA_archetype = equipment\models\weapons\li_rad_launcher.cmp
material_library = equipment\models\li_equip.mat
HP_child = HPConnect
hit_pts = 400
explosion_resistance = 1.000000
debris_type = debris_normal
parent_impulse = 20
child_impulse = 80
volume = 0.000000
mass = 10
hp_gun_type = hp_gun_special_1
damage_per_fire = 0
power_usage = 0
refire_delay = 2
muzzle_velocity = 30.299999
toughness = 3.700000
projectile_archetype = missile01_mark01_ammo
dry_fire_sound = fire_dry
separation_explosion = sever_debris
auto_turret = false
turn_rate = 90
lootable = true
LODranges = 0, 20, 60, 100
I hope someone can help me.
EDIT: By the way, the asteroids are NPC
Edited by - erkolos on 8/16/2006 9:09:11 AM
Edited by - erkolos on 8/17/2006 8:31:41 AM