bouncing asteroids?
how do you make asteroids bounce of your ship rather then you bouncing off them? much like in the tng mods
Edited by - Jonesie85 on 8/21/2007 6:24:11 PM
Edited by - Jonesie85 on 8/21/2007 6:24:11 PM
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[TexturePanels
file = solar\asteroids\rock_shapes.ini
[Field
;cube_size = 355 ;<-This doesn't matter, no real asteroids under [cube
;fill_dist = 1250 ;<-Nor does this matter
tint_field = 15, 15, 15
max_alpha = 1.000000
;empty_cube_frequency = 0.200000 ;Or this
[properties
flag = badland_danger_objects
flag = danger_density_low
[Exclusion Zones
exclusion = Zone_Li01_badlands_low_density_asteroids
exclude_dynamic_asteroids = 1
exclusion = Zone_Li01_to_Li04_hole
exclude_dynamic_asteroids = 1
exclusion = Zone_Li01_Benford_to_Iw03_gate
exclude_dynamic_asteroids = 1
exclusion = Zone_Li01_Tradelane_20
exclude_dynamic_asteroids = 1
exclusion = Zone_Li01_013_Station_Li01_05
exclude_dynamic_asteroids = 1
exclusion = Zone_Li01_012_Station_Li01_04
exclude_dynamic_asteroids = 1
exclusion = zone_Li01_Jumpgate_to_Iw03
exclude_dynamic_asteroids = 1
exclusion = Zone_Li01_Badlands_exclusion_asteroids_01
exclude_dynamic_asteroids = 1
exclusion = Zone_Li01_12_exclusion
exclude_dynamic_asteroids = 1
exclusion = ZONE_Li01_vignette27_exclusion
exclude_dynamic_asteroids = 1
exclusion = ZONE_Li01_vignette28_exclusion
exclude_dynamic_asteroids = 1
exclusion = ZONE_Li01_vignette53_exclusion
exclude_dynamic_asteroids = 1
exclusion = ZONE_Li01_vignette60_exclusion
exclude_dynamic_asteroids = 1
exclusion = Zone_Li01a_to_Li01b_hole
exclude_dynamic_asteroids = 1
[DynamicAsteroids
asteroid = badlands_large1
count = 20
placement_radius = 1500.000000
placement_offset = 0.000000
max_velocity = 0.000000
max_angular_velocity = 0.300000
color_shift = 1.000000, 1.000000, 1.000000
[DynamicAsteroids
asteroid = badlands_medium2
count = 20
placement_radius = 1500.000000
placement_offset = 0.000000
max_velocity = 0.000000
max_angular_velocity = 0.300000
color_shift = 1.000000, 1.000000, 1.000000
[DynamicAsteroids
asteroid = badlands_small1
count = 20
placement_radius = 1500.000000
placement_offset = 0.000000
max_velocity = 0.000000
max_angular_velocity = 0.300000
color_shift = 1.000000, 1.000000, 1.000000
[Cube
[DynamicAsteroids
asteroid = dasteroid_badlands_small1
count = 10
placement_radius = 200 ;200.000000
placement_offset = 0 ;150.000000
max_velocity = 50.000000
max_angular_velocity = 3.000000
color_shift = 1.000000, 1.000000, 1.000000
[TexturePanels
file = solar\asteroids\rock_shapes.ini
[Field
cube_size = 1000 ;400 ;<-Notice how these are needed now, because I still have mines under [cube
fill_dist = 5000 ;1650 ;<-Same here
tint_field = 255, 255, 255
;empty_cube_frequency = 0.600000 ;<-FL does not support empty_cube_frequency with mines. If you did put empty cubes in a mined field, the spots where mines would normally be will still hurt you; only with no visual effect, which can be pretty annoying.
[Exclusion Zones
exclusion = Zone_Br05_05
exclude_dynamic_asteroids = 1
[properties
flag = rock_objects
flag = Object_density_med
flag = DANGER_DENSITY_MED
[DynamicAsteroids
asteroid = mineable2_asteroid30
count = 20
placement_radius = 1500.000000
placement_offset = 0.000000
max_velocity = 0.000000
max_angular_velocity = 0.300000
color_shift = 1.000000, 1.000000, 1.000000
[DynamicAsteroids
asteroid = mineable2_asteroid60
count = 20
placement_radius = 1500.000000
placement_offset = 0.000000
max_velocity = 0.000000
max_angular_velocity = 0.300000
color_shift = 1.000000, 1.000000, 1.000000
[DynamicAsteroids
asteroid = mineable2_asteroid60
count = 20
placement_radius = 1500.000000
placement_offset = 0.000000
max_velocity = 0.000000
max_angular_velocity = 0.300000
color_shift = 1.000000, 1.000000, 1.000000
[Cube
asteroid = mine_spike_mineable, -0.200000, -0.100000, -0.600000, 105, 160, 25, mine
asteroid = mine_spike_mineable, 0.500000, -0.200000, -0.600000, 75, 30, 70, mine
asteroid = mine_spike_mineable, -0.900000, 0.600000, -0.800000, 75, 30, 70, mine
[Band
render_parts = 6
shape = asteroid_belt_04
height = 3000
offset_dist = 2000
fade = 1.000000, 1.350000, 15, 17
texture_aspect = 1.000000
color_shift = 0.800000, 0.800000, 0.800000
ambient_intensity = 1.000000
vert_increase = 2
[AsteroidBillboards
count = 1000 ;400
start_dist = 2500 ;1000
fade_dist_percent = 0.5 ;0.350000
shape = mine_rock_tri
color_shift = 0.700000, 0.700000, 0.700000
ambient_intensity = 1.000000
size = 60, 70
[DynamicAsteroids
asteroid = DAsteroid_gold
count = 10
placement_radius = 200 ;150.000000
placement_offset = 0 ;90.000000
max_velocity = 15.000000
max_angular_velocity = 3.000000
color_shift = 1.000000, 1.000000, 1.000000
[LootableZone
asteroid_loot_container = lootcrate_ast_loot_gold
asteroid_loot_commodity = commodity_gold
dynamic_loot_container = lootcrate_ast_loot_gold
dynamic_loot_commodity = commodity_gold
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 10 ;1, 1
asteroid_loot_difficulty = 3 ;40
dynamic_loot_difficulty = 3 ;2
[Asteroid
nickname = mine_spike_mineable
DA_archetype = solar\asteroids\models\mine_spike_mineable.3db
material_library = solar\ast_mineable.mat
explosion_arch = explosion_large_mine3
detect_radius = 80
explosion_offset = 0
recharge_time = 2.000000
explosion_impulse = 6500
phantom_physics = true
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