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abouffard

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Posts: 14
Reply with quote  #1 
I've searched here for topics about scripting asteroids and haven't found a discussion about this topic yet.

I've been experimenting with asteroid placement and notice there is no way to set a height distribution random range for a single line of asteroids, so all asteroids randomly placed along a single line are placed at a uniform positionY value.  If you slope the asteroid line then you end up with varying heights along the line but there is still a "low" end of the line where the players can just fly above the asteroids and a "high" end of the line where they can fly below.

So, from your experience, how do you typically build an asteroid field, such that it provides a real obstacle the players either have to fly around or through with extreme care, rather than cheat and fly over or under at higher speeds?  Presumably, you have to define said field using multiple stacked asteroid objects.  What pattern to you recommend?

Also, can you override the texture and mesh used for asteroids without having to rename the files that come with the game?  I didn't see a configuration setting for controlling the default appearance of asteroids and it looks like you cannot specify an alternate mesh/texture through scripting alone.

Thanks in advance for any advice/replies.
ryleyra

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Reply with quote  #2 
No, you can't override the default appearance of terrain objects without changing the game's meshes and textures. You can use a generic mesh to create a custom asteroid, but you would have to place it over a "real" asteroid. That would pretty much entail creating asteroids one by one instead of placing them randomly.

I can't remember if I deal with the vertical separation issue in my SectorGenerator script, but I think I did something along those lines. I would just stack them about 50-100 meters apart and randomly distributed. In practice, the y coordinate ranges from -500 to 500. So every 100 meters would be ten stacked fields.

Mike Substelny might be able to tell you more. I remember a mission he wrote where there was a minefield blocking the path, but there was a small hole at the very bottom of it. I'll also note that most players are either not aware that the Artemis can climb or dive, or simply don't consider it. (To quote Wrath of Khan, they're not used to thinking in three dimensions)

abouffard

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Reply with quote  #3 
Thanks.

I might create a handful of larger generic mesh asteroids and dot them around my fields so there is a little more variety to the otherwise uniform look of the standard bulk field.

Sounds like I'll have to experiment a little with multiple layers or sloping overlapping asteroid areas to provide the density and "look" I am after.  Certainly I could see how strategic gaps between fields or channels above or below could be used to force a crew to explore a field of any type for a way forward, whether its a mine field, asteroid field, or even a nebula field.

I basically want to channel the crew in some situations by using terrain to lead them along certain courses.


Mike Substelny

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Reply with quote  #4 
I like to place asteroids on three planes.

  • The middle plane is at y=0
  • The top plane is at y= 500
  • The bottom plane is at y=-500

This looks pretty good on the main viewscreen and it gives Helm some fun maneuvers for getting drones to crash.

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Mike Substelny

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Reply with quote  #5 
Quote:
Originally Posted by abouffard
I basically want to channel the crew in some situations by using terrain to lead them along certain courses.


Good luck with that. I've never found a way to get a crew to go where I hope they will go at any given time. The most effective is to give them enemy ships to blow up. About 95% of crews are motivated by explosions per minute.

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abouffard

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Reply with quote  #6 
I had another idea last night but haven't tried it yet. What about a vertical field? Create a vertical line from +500 to -500, then set the random distribution range to whatever value you prefer, making a wide column of asteroids. Then place several of these asteroid "columns" in a line, with slight overlap with its neighbors, along the desired run of your asteroid field.
Runekyndig

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Reply with quote  #7 
First of, I'm on my phone and cave look up the right codes, but there is how I do it.

A short line of asteroids.
One end at z=500 the other at -500
Then I set the range of the spread to something way larger then the line length.
And there you have a asteroid field with random height
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