Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: T-Man on May 14, 2012, 06:11:41 am
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Q for the coders. Assuming it doesen't already, do you think it would be possible to make the generation system for asteroid/debris fields able to detect objects that start the mission within their box, so that they don't place asteroids inside models? Thought in mind is that modellers can then model and place huge asteroids to add some environmental aspects to missions set in fields (like asteroids with caves and alcoves to hide ships, perhaps even tunnels if the AI is ever accurate enough to navigate them), and it would stop the engine wasting asteroids by putting them inside these large models.
Any thoughts/ideas come to your heads, or no go for now?
Cheers
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Looking at the asteroids code, it should be perfectly feasible to do that.
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Looking at the asteroids code, it should be perfectly feasible to do that.
If so, that would be fantastic. :yes:
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That would be great!
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Oh please yes. I have a station that starts in an asteroid field. About 50% of the times that I run the mission there are multiple asteroids intersecting its hull...
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You can counter this using "inner box" inside an asteroid field. Though I agree that a proper fix would be better.
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it seems like it wouldn't be too hard to radius check every ship with an asteroid each time one is spawned. but what the hell do i know.
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The respawn code already has code designed to do this (so that ships don't respawn inside another model). So all you'd need to do is to call that.
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Awesome. It is a big immersion breaker to play a mission with a stationary asteroid field and then see 2 or 3 asteroids sticking out of an Orion.
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You can counter this using "inner box" inside an asteroid field. Though I agree that a proper fix would be better.
Can't do an inner box for a passive asteroid field.
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You can counter this using "inner box" inside an asteroid field. Though I agree that a proper fix would be better.
Can't do an inner box for a passive asteroid field.
Another key aspect is the inner box, while brilliant for making clearings or routes for ships to move, can only work in a single instance. This new system should allow multiple instances in a single level and allow the asteroids to be placed close to the object should the player or computer so wish.
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You can counter this using "inner box" inside an asteroid field. Though I agree that a proper fix would be better.
Can't do an inner box for a passive asteroid field.
You can't? I though that it works for passive fields too, and that it'd make it so no asteroids will be spawned there (and the ones that move into it would be deleted). I could be wrong though, it's been a while since I messed with asteroid fields in FRED.
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You can counter this using "inner box" inside an asteroid field. Though I agree that a proper fix would be better.
Can't do an inner box for a passive asteroid field.
You can't? I though that it works for passive fields too, and that it'd make it so no asteroids will be spawned there (and the ones that move into it would be deleted). I could be wrong though, it's been a while since I messed with asteroid fields in FRED.
You are wrong, because I just checked.. otherwise I wouldn't have stated so factually that you can't use an inner box for passive fields.
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You can define it though. Odd.