Hard Light Productions Forums

Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: FUBAR-BDHR on January 15, 2007, 03:22:59 am

Title: Asteroids and ship protection
Post by: FUBAR-BDHR on January 15, 2007, 03:22:59 am
I've got a mission that I wrote a long time ago.  Actually it was my first attempt.  Been playing around with it again.  Is there any way to make asteroids in an active field ignore certain ships?  I pretty sure you can't do this in retail but what about the newer builds?  If not what about passive fields with an inner boundary?
Title: Re: Asteroids and ship protection
Post by: Titan on January 18, 2007, 07:01:39 am
No clue....... i don't even know if passive is a real word.......   :pimp:
Title: Re: Asteroids and ship protection
Post by: Wobble73 on January 18, 2007, 07:13:58 am
No clue....... i don't even know if passive is a real word.......   :pimp:

Passive is the opposite of active (IIRC)
Title: Re: Asteroids and ship protection
Post by: karajorma on January 18, 2007, 07:42:43 am
I've got a mission that I wrote a long time ago.  Actually it was my first attempt.  Been playing around with it again.  Is there any way to make asteroids in an active field ignore certain ships?  I pretty sure you can't do this in retail but what about the newer builds? 

Just took a look at the asteroid code and it's not possible. It does not look like it would be hard to add though. All you'd need to do is add a ship flag "Don't target for asteroids" or something and have the set_asteroid_throw_objnum() function check if that flag was set before picking it as a target.

However personally I'd prefer to spend more time and solve it in a non-half arsed manner that allowed you to target asteroids at anything rather than capships only as not only would that be better for asteroids but it would be better if the code was ever used to allow minefields etc. (Something I believe bob is looking at right now).

Quote
If not what about passive fields with an inner boundary?

Nope. Absolutely no idea why not though. Again if this is changed I'd rather have it so that you could have more control over the shape of the field than simply being stuck with a box. (maybe constraining it to the area mapped out by a pof or something cool like that)
Title: Re: Asteroids and ship protection
Post by: Turey on January 18, 2007, 09:38:44 am
Nope. Absolutely no idea why not though. Again if this is changed I'd rather have it so that you could have more control over the shape of the field than simply being stuck with a box. (maybe constraining it to the area mapped out by a pof or something cool like that)

I recall we had a discussion on this very topic (pof defined asteroid fields) not too long ago. Don't remember the topic name or the outcome, but it had to have been started after I came back to HLP this August.
Title: Re: Asteroids and ship protection
Post by: FUBAR-BDHR on January 18, 2007, 03:52:28 pm
No big deal.  Mission's been like that since 2000 so it can wait a little longer.   :D
Title: Re: Asteroids and ship protection
Post by: karajorma on January 19, 2007, 12:01:04 pm
I recall we had a discussion on this very topic (pof defined asteroid fields) not too long ago. Don't remember the topic name or the outcome, but it had to have been started after I came back to HLP this August.

Probably Kazan's thread about improving the asteroid code. That's where I got the idea from anyway :)