Add asteroid and debris configurations for LI06 system
- Created LI06_asteroid_001.ini to define asteroid properties, textures, and lootable zones. - Created LI06_debris_001.ini to define debris field properties, textures, and lootable zones. - Updated LI06_mojavedustcloud_01.ini to remove unnecessary exclusions. - Modified LI06_03_Base.ini to change the starting room and adjust price variance. - Updated bar and deck room configurations to reflect new scripts and ambient scenes. - Removed redundant deck2 room and adjusted hotspots for better navigation. - Updated LI06.ini to include new asteroid and debris zones. - Adjusted various object positions and properties within the LI06 system. - Added new info cards for the Dustcloud Field and the hidden pirate base.
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[TexturePanels]
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file = solar\asteroids\rock_shapes.ini
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[Field]
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cube_size = 300
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fill_dist = 3200
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diffuse_color = 255, 255, 255
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ambient_color = 140, 140, 140
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ambient_increase = 90, 60, 30
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empty_cube_frequency = 0.4
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[properties]
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flag = lava_objects
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flag = Object_density_low
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[Cube]
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asteroid = lava02_asteroid30, 0.2, 0.8, 0.3, 45, 20, 45
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asteroid = lava02_asteroid10, 0.5, -0.3, -0.8, 10, 0, -40
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asteroid = lava02_asteroid30, -0.1, -0.3, 0.8, 30, 0, -70
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asteroid = lava02_asteroid10, 0.7, 0.4, -0.4, 75, 30, 120
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asteroid = lava02_asteroid30, -0.8, -0.3, 0.5, 30, 0, -70
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[AsteroidBillboards]
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count = 600
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start_dist = 1800
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fade_dist_percent = 0.5
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shape = asteroid_lava02
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color_shift = 1, 1, 1
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ambient_intensity = 1
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size = 10, 50
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[DynamicAsteroids]
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asteroid = DAsteroid_lava02
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count = 20
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placement_radius = 120
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placement_offset = 90
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max_velocity = 10
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max_angular_velocity = 3
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color_shift = 1, 1, 1
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[ExclusionBand]
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zone = Zone_Bw04_sun_death
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render_parts = 12
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shape = asteroid_belt_04
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height = 800
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offset_dist = -300
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fade = 1, 1.5, 15, 18
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texture_aspect = 1
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color_shift = 0, 0, 0
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ambient_intensity = 1
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cull_mode = 0
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vert_increase = 2
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[Band]
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render_parts = 12
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shape = asteroid_belt_04
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height = 800
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offset_dist = 300
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fade = 0.8, 1.25, 15, 17
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texture_aspect = 1
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color_shift = 0, 0, 0
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ambient_intensity = 0.4
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vert_increase = 2
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[LootableZone]
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asteroid_loot_container = lootcrate_ast_loot_diamonds
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asteroid_loot_commodity = commodity_diamonds
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dynamic_loot_container = lootcrate_ast_loot_diamonds
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dynamic_loot_commodity = commodity_diamonds
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asteroid_loot_count = 0, 0
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dynamic_loot_count = 1, 1
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asteroid_loot_difficulty = 30
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dynamic_loot_difficulty = 6
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; Copied by FL Atlas from file: solar\ASTEROIDS\bw04_von_rohe_lava_asteroids.ini
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@@ -0,0 +1,76 @@
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[TexturePanels]
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file = solar\asteroids\debris_shapes.ini
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[Field]
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cube_size = 400
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fill_dist = 3000
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diffuse_color = 100, 100, 80
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ambient_color = 255, 255, 255
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ambient_increase = 20, 20, 30
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empty_cube_frequency = 0.4
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contains_fog_zone = true
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[properties]
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flag = object_density_medium
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flag = debris_objects
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[Cube]
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asteroid = debris_large3, 0.6, 0.2, -0.2, 35, 10, 20
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asteroid = debris_med1, -0.7, 0.3, 0.2, 0, 20, 190
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asteroid = debris_med2, 0.4, -0.8, -0.2, 15, 90, 120
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asteroid = debris_large1, -0.2, -0.1, -0.6, 105, 160, 25
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asteroid = debris_small2, 0, -0.8, -0.8, 35, 110, 60
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[Band]
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render_parts = 8
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shape = debris_belt_04
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height = 7000
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offset_dist = 3500
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fade = 1, 1.35, 10, 11
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texture_aspect = 1.5
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color_shift = 1, 1, 1
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ambient_intensity = 1
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vert_increase = 2
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[ExclusionBand]
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zone = Zone_Li01_005_Planet_Li01_02
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render_parts = 12
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shape = debris_belt_04
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height = 3000
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offset_dist = -500
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fade = 1, 1.5, 15, 18
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texture_aspect = 1
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color_shift = 1, 1, 1
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ambient_intensity = 1
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cull_mode = 0
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vert_increase = 2
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[AsteroidBillboards]
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count = 300
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start_dist = 1800
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fade_dist_percent = 0.5
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shape = debris_tri
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color_shift = 1, 1, 1
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ambient_intensity = 1
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size = 70, 160
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[DynamicAsteroids]
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asteroid = dasteroid_debris_small1
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count = 10
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placement_radius = 150
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placement_offset = 90
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max_velocity = 10
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max_angular_velocity = 3
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color_shift = 1, 1, 1
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[LootableZone]
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asteroid_loot_container = lootcrate_ast_loot_metal
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asteroid_loot_commodity = commodity_scrap_metal
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dynamic_loot_container = lootcrate_ast_loot_metal
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dynamic_loot_commodity = commodity_scrap_metal
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asteroid_loot_count = 0, 0
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dynamic_loot_count = 1, 1
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asteroid_loot_difficulty = 40
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dynamic_loot_difficulty = 4
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; Copied by FL Atlas from file: solar\ASTEROIDS\li01_pittsburgh_debris_field_001.ini
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@@ -69,9 +69,6 @@ exclude_billboards = 1
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exclude_dynamic_asteroids = 1
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exclusion = Zone_LI06_to_LI07_hole
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exclusion = Zone_LI06_mojavedustcloud_01_exclusion_1
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exclude_billboards = 1
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exclude_dynamic_asteroids = 1
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[DynamicAsteroids]
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asteroid = DAsteroid_lava02
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