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.
This commit is contained in:
FlatHack
2026-06-15 22:37:41 +02:00
parent b0e4771ef1
commit 04af153c1b
13 changed files with 689 additions and 337 deletions
@@ -1,17 +1,11 @@
[Room_Info]
scene = all, ambient, Scripts\Bases\br_05_Deck_ambi_int_01.thn
set_script = Scripts\Bases\br_05_Deck_hardpoint_01.thn
[Spiels]
CommodityDealer = manhattan_commodity_spiel
EquipmentDealer = manhattan_equipment_spiel
set_script = Scripts\Bases\rh_07_Deck_hardpoint_01.thn
scene = all, ambient, Scripts\Bases\rh_07_Deck_ambi_int_01.thn
animation = Sc_loop
[Room_Sound]
ambient = ambience_deck_space_larger
[CharacterPlacement]
name = Zg/PC/Player/01/A/Stand
[PlayerShipPlacement]
name = X/Shipcentre/01
@@ -38,11 +32,6 @@ name = IDS_HOTSPOT_EQUIPMENTDEALER_ROOM
behavior = VirtualRoom
room_switch = Equipment
[Hotspot]
name = IDS_HOTSPOT_SHIPDEALER_ROOM
behavior = ExitDoor
room_switch = ShipDealer
[Hotspot]
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
@@ -87,91 +76,3 @@ virtual_room = Equipment
name = IDS_NN_REPAIR_YOUR_SHIP
behavior = Repair
virtual_room = Equipment
[FlashlightSet]
icolor = 255, 200, 100
scale = 0.500000
gap = 0.000000
blink = 0.050000
endpause = 0.000000
hardpoint = HpLightA01
hardpoint = HpLightA02
hardpoint = HpLightA03
hardpoint = HpLightA04
hardpoint = HpLightA05
hardpoint = HpLightA06
hardpoint = HpLightA07
hardpoint = HpLightA08
hardpoint = HpLightA09
hardpoint = HpLightA10
hardpoint = HpLightA11
hardpoint = HpLightA12
hardpoint = HpLightA13
hardpoint = HpLightA14
hardpoint = HpLightA15
hardpoint = HpLightA16
hardpoint = HpLightA17
hardpoint = HpLightA18
hardpoint = HpLightA19
hardpoint = HpLightA20
hardpoint = HpLightA21
hardpoint = HpLightA22
hardpoint = HpLightA23
hardpoint = HpLightA24
hardpoint = HpLightA25
hardpoint = HpLightA26
hardpoint = HpLightA27
hardpoint = HpLightA28
hardpoint = HpLightA29
hardpoint = HpLightA30
hardpoint = HpLightB15
hardpoint = HpLightB16
hardpoint = HpLightB17
hardpoint = HpLightB18
hardpoint = HpLightB19
hardpoint = HpLightB20
hardpoint = HpLightB21
hardpoint = HpLightB22
hardpoint = HpLightB23
hardpoint = HpLightB24
hardpoint = HpLightB25
hardpoint = HpLightB26
[FlashlightSet]
icolor = 200, 255, 50
scale = 0.500000
gap = 0.000000
blink = 0.000000
endpause = 0.000000
hardpoint = HpLightA31
hardpoint = HpLightA32
hardpoint = HpLightA33
hardpoint = HpLightA34
hardpoint = HpLightA35
hardpoint = HpLightA36
hardpoint = HpLightA37
hardpoint = HpLightA38
hardpoint = HpLightA39
hardpoint = HpLightA40
[FlashlightSet]
icolor = 100, 200, 200
scale = 0.500000
gap = 0.000000
blink = 0.000000
endpause = 0.000000
numlights = 26
hardpoint = HpLightB01
hardpoint = HpLightB02
hardpoint = HpLightB03
hardpoint = HpLightB04
hardpoint = HpLightB05
hardpoint = HpLightB06
hardpoint = HpLightB07
hardpoint = HpLightB08
hardpoint = HpLightB09
hardpoint = HpLightB10
hardpoint = HpLightB11
hardpoint = HpLightB12
hardpoint = HpLightB13
hardpoint = HpLightB14