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8. Adding Resources & Clouds
The following objects must be placed in the
DetermChunk portion of your level file.
These you can copy and paste into your maps. Just tweak the settings, assign coordinates, and voila—you have stuff in your map!
FYI: The word "Determ" in DetermChunk refers to deterministic data.
Asteroids:**__
addAsteroid("AsteroidType", {X, Z, Y,}, RU, ?, ?, ?, ?)
Default values: addAsteroid("Asteroid_3", {0.0, 0.0, 0.0,}, 100, 0, 0, 0, 0)
AsteroidType ranges from Asteroid_1 to Asteroid_5, with 1 being the smallest and 5 being the largest. Only 3, 4 and 5 are harvestable—1 and 2 are purely ornamental.
RU is a multiplier applied to the default RU amount contained by each asteroid type. The larger the asteroid, the more RU it contains by default. An RU value of 100 means 100% of this default RU count, 70 is 70%, etc. A value of 0 means that the asteroid contains no resources, and is purely ornamental.
Default asteroid stats: Level 3 asteroids have 9000 RU, level 4s have 18,000 RU, and level 5s have 40,000 RU. Level 3s can support one collector, Level 4s can support two, and Level 5s can support three collectors at a time.
Salvageable Debris:**__
addSalvage("ChunkType", {X, Z, Y,}, RU, ?, ?, ?, ?)
Default values: addSalvage("Slv_Chunk_Lrg03", {0.0, 0.0, 0.0,}, 100, 0, 0, 0, 0)
ChunkType ranges from Slv_Chunk_Lrg01 to Slv_Chunk_Lrg05, with 1 being the smallest and 5 being the largest. You can also put in Slv_Chunk_Sml01 through to 08.
RU is a multiplier applied to the default RU amount contained in each debris chunk. This works the same as with asteroids.
Dust Clouds:**__ these obscure sensors and can be charged with ion beams
addDustCloud("?", "DustCloudType", {X, Z, Y,}, {R, G, B, A,}, ?, Size)
Default values: addDustCloud("polySurface1", "DustCloud_NoRes", {0.0, 0.0, 0.0,}, {1, 1, 1, 1,}, 0.0, 0.0)
DustCloudType can be any of the following:
DustCloud_0
DustCloud_NoRes
DustCloud_NoRes_M05
DustCloud_NoRes2
DustCloud_NoRes2_M05
DustCloud_NoRes3
DustCloud_NoRes3_M05
DustCloud_NoRes_NoCharge
DustCloud_Teal
Note: using DustCloud_NoRes_NoCharge crashes the game.
R, G, B is the RGB code (0 to 255).
A is the alpha transparency (0 to 1).
Size is the dust cloud's diameter.
Nebulae:**__ these damage ships!
addNebula("?", "NebulaType", {X, Z, Y,}, {R, G, B, A,}, ?, Size)
Default values: addNebula("Nebula4_OLD1", "M11_Bentusi_Radiation", {0.0, 0.0, 0.0,}, {1, 1, 1, 1,}, 0.0, 0.0)
NebulaType can be any of the following:
M05_DustCloud_Nebula
M05_NebualDustCloud_NoRes
M05_NebualDustCloud_NoRes2
M05_NebualDustCloud_NoRes3
M07_Foundry_Radiation
M08_NoDamage_Radiation
M11_Bentusi_Debris
M11_Bentusi_Radiation
MP_Bentusi_Radiation
Nebula01_Cream
Nebula01_Teal
Nebula_0
Nebula_Hiding
Radiation.
R, G, B is the RGB code (0 to 255).
A is the alpha transparency (0 to 1).
Size is the dust cloud's diameter.
Note: for the NebulaType, "nebula" is often mispelled "nebual".
Note: nebulae are only colored on the side that is lit by the local lighsources. -bobthedog
Note: the misty fog will only be seen when looking toward the center of the nebula in a 90 degree arch left or right of center. If you look at a object in the nebula, away from the center of the nebula, the misty effect disappears. So this makes populating a map difficult, where all visable directions show a fog effect. You will need to put many nebulas, where the center is on the edge of the map and not in the center of the map. -iron_man123
Note: damage is done at about 200 HP per second. And, damage can't stack (i.e., overlapping several nebulae does not inflict more damage), though the effect of a dustcloud or nebula on an object's detectability via sensors does stack (i.e., overlapping several dust clouds or nebulae does make an object harder to detect using sensors).
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