Add Citrine Spawn (Mineral Dust)

This commit is contained in:
D4rkl1ght3r
2024-09-22 14:55:04 +02:00
parent 8d1ab1fc80
commit a42e34932e
7 changed files with 408 additions and 0 deletions

View File

@@ -486,6 +486,15 @@ hit_pts = 250
mass = 10 mass = 10
explosion_arch = debris_normal explosion_arch = debris_normal
; Citrine
[LootCrate]
nickname = lootcrate_ast_loot_citrine
DA_archetype = solar\asteroids\models\ast_loot_gold.3db
material_library = solar\ast_loot.mat
hit_pts = 250
mass = 10
explosion_arch = debris_normal
[Commodity] [Commodity]

View File

@@ -0,0 +1,54 @@
[TexturePanels]
file = solar\asteroids\rock_shapes.ini
[Field]
cube_size = 400
fill_dist = 3400
tint_field = 255, 255, 255
empty_cube_frequency = 0.6
[Exclusion Zones]
exclusion = Zone_Br05_GSM_access_lane
exclude_billboards = 1
exclusion = Zone_Br05_03
exclude_billboards = 1
[properties]
flag = rock_objects
flag = Object_density_med
[Cube]
asteroid = mineable2_asteroid90, 0.6, 0.2, -0.2, 35, 10, 20
asteroid = mineable2_asteroid60, 0.4, -0.7, 0.8, 15, 90, 120
asteroid = mineable2_asteroid30, -0.4, -0.4, -0.9, 85, 0, 185
asteroid = mineable2_asteroid90, -0.2, -0.1, -0.6, 105, 160, 25
asteroid = mineable2_asteroid60, -0.7, 0.7, -0.6, 75, 30, 70
[AsteroidBillboards]
count = 1000
start_dist = 2000
fade_dist_percent = 0.35
shape = mine_rock_tri
color_shift = 0.7, 0.7, 0.7
ambient_intensity = 1
size = 90, 120
[DynamicAsteroids]
asteroid = DAsteroid_gold
count = 30
placement_radius = 130
placement_offset = 95
max_velocity = 0
max_angular_velocity = 0
color_shift = 1, 1, 1
[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_gold
asteroid_loot_commodity = commodity_gold
dynamic_loot_container = lootcrate_ast_loot_gold
dynamic_loot_commodity = commodity_gold
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 20
dynamic_loot_difficulty = 2

View File

@@ -0,0 +1,61 @@
[TexturePanels]
file = solar\asteroids\rock_shapes.ini
[Field]
cube_size = 400
fill_dist = 3400
tint_field = 255, 255, 255
empty_cube_frequency = 0.6
[Exclusion Zones]
exclusion = Zone_Br05_GSM_access_lane
exclude_billboards = 1
exclusion = Zone_Br05_GSM_mineable_gold_field
exclude_billboards = 1
[properties]
flag = rock_objects
flag = Object_density_med
flag = DANGER_DENSITY_MED
[Cube]
[Band]
render_parts = 6
shape = asteroid_belt_04
height = 2000
offset_dist = 1000
fade = 1, 1.35, 15, 17
texture_aspect = 1
color_shift = 1, 1, 1
ambient_intensity = 1
vert_increase = 2
[AsteroidBillboards]
count = 700
start_dist = 2000
fade_dist_percent = 0.35
shape = mine_rock_tri
color_shift = 0.7, 0.7, 0.7
ambient_intensity = 1
size = 90, 100
[DynamicAsteroids]
asteroid = DAsteroid_mineable_small1
count = 25
placement_radius = 130
placement_offset = 95
max_velocity = 0
max_angular_velocity = 0
color_shift = 1, 1, 1
[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_citrine
asteroid_loot_commodity = commodity_citrine
dynamic_loot_container = lootcrate_ast_loot_citrine
dynamic_loot_commodity = commodity_citrine
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 80
dynamic_loot_difficulty = 2

View File

@@ -0,0 +1,90 @@
[TexturePanels]
file = solar\asteroids\rock_shapes.ini
[Field]
cube_size = 350
fill_dist = 3000
tint_field = 100, 100, 100
empty_cube_frequency = 0.6
[Exclusion Zones]
exclusion = Zone_Br05_Glorious_tradelane
exclusion = Zone_Br05_Glorious
exclusion = Zone_Br05_racecourse_01
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_02
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_03
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_04
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_05
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_06
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_07
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_08
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_09
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_10
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_11
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_12
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_13
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_14
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_15
exclude_billboards = 1
exclusion = Zone_Br05_racecourse_16
exclude_billboards = 1
exclusion = ZONE_Br05_vignette2_exclusion
[properties]
flag = rock_objects
flag = Object_density_med
[Cube]
[Band]
render_parts = 6
shape = asteroid_belt_04
height = 3000
offset_dist = 1500
fade = 1, 1.35, 15, 17
texture_aspect = 1
color_shift = 0.8, 0.8, 0.8
ambient_intensity = 1
vert_increase = 2
[AsteroidBillboards]
count = 500
start_dist = 2000
fade_dist_percent = 0.35
shape = roid_rock_tri
color_shift = 1.5, 1.5, 1.5
ambient_intensity = 1
size = 45, 55
[DynamicAsteroids]
asteroid = DAsteroid_gold
count = 8
placement_radius = 140
placement_offset = 80
max_velocity = 15
max_angular_velocity = 3
color_shift = 1, 1, 1
[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_citrine
asteroid_loot_commodity = commodity_citrine
dynamic_loot_container = lootcrate_ast_loot_citrine
dynamic_loot_commodity = commodity_citrine
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 95
dynamic_loot_difficulty = 2

View File

@@ -0,0 +1,59 @@
[TexturePanels]
file = solar\asteroids\rock_shapes.ini
[Field]
cube_size = 400
fill_dist = 3400
tint_field = 255, 255, 255
empty_cube_frequency = 0.6
[Exclusion Zones]
exclusion = Zone_Br05_to_Br01_jumphole
exclusion = Zone_Br05_to_Br04_jumphole
exclusion = ZONE_Br05_vignette4_exclusion
[Cube]
[properties]
flag = rock_objects
flag = Object_density_med
[Band]
render_parts = 6
shape = asteroid_belt_04
height = 3000
offset_dist = 1500
fade = 1, 1.35, 15, 17
texture_aspect = 1
color_shift = 0.8, 0.8, 0.8
ambient_intensity = 1
vert_increase = 2
[AsteroidBillboards]
count = 900
start_dist = 2000
fade_dist_percent = 0.35
shape = roid_rock_tri
color_shift = 0.7, 0.7, 0.7
ambient_intensity = 1
size = 90, 110
[DynamicAsteroids]
asteroid = DAsteroid_gold
count = 20
placement_radius = 140
placement_offset = 80
max_velocity = 15
max_angular_velocity = 3
color_shift = 1, 1, 1
[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_citrine
asteroid_loot_commodity = commodity_citrine
dynamic_loot_container = lootcrate_ast_loot_citrine
dynamic_loot_commodity = commodity_citrine
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 70
dynamic_loot_difficulty = 2

View File

@@ -0,0 +1,59 @@
[TexturePanels]
file = solar\asteroids\rock_shapes.ini
[Field]
cube_size = 400
fill_dist = 3300
tint_field = 255, 255, 255
empty_cube_frequency = 0.6
[Exclusion Zones]
exclusion = Zone_Br05_05
[Cube]
[properties]
flag = rock_objects
flag = Object_density_med
flag = DANGER_DENSITY_MED
[Band]
render_parts = 6
shape = asteroid_belt_04
height = 3000
offset_dist = 2000
fade = 1, 1.35, 15, 17
texture_aspect = 1
color_shift = 0.8, 0.8, 0.8
ambient_intensity = 1
vert_increase = 2
[AsteroidBillboards]
count = 400
start_dist = 2000
fade_dist_percent = 0.35
shape = mine_rock_tri
color_shift = 0.7, 0.7, 0.7
ambient_intensity = 1
size = 60, 70
[DynamicAsteroids]
asteroid = DAsteroid_gold
count = 10
placement_radius = 140
placement_offset = 80
max_velocity = 15
max_angular_velocity = 3
color_shift = 1, 1, 1
[LootableZone]
asteroid_loot_container = lootcrate_ast_loot_citrine
asteroid_loot_commodity = commodity_citrine
dynamic_loot_container = lootcrate_ast_loot_citrine
dynamic_loot_commodity = commodity_citrine
asteroid_loot_count = 0, 0
dynamic_loot_count = 1, 1
asteroid_loot_difficulty = 40
dynamic_loot_difficulty = 2

View File

@@ -142,6 +142,29 @@ zone = Zone_Br05_Hood_rock_asteroid_field
file = solar\asteroids\Br05_Molly_gold_field.ini file = solar\asteroids\Br05_Molly_gold_field.ini
zone = Zone_Br05_Molly_gold_field zone = Zone_Br05_Molly_gold_field
; Citrine
[Asteroids]
file = solar\asteroids\br05_gsm_mineable_gold_citrine_field.ini
zone = Zone_Br05_GSM_mineable_gold_citrine_field
[Asteroids]
file = solar\asteroids\br05_gsm_minedout_citrine_field.ini
zone = Zone_Br05_GSM_minedout_citrine_field
[Asteroids]
file = solar\asteroids\br05_independent_gold_citrine_field.ini
zone = Zone_Br05_Independent_gold_citrine_field
[Asteroids]
file = solar\asteroids\br05_hood_rock_asteroid_citrine_field.ini
zone = Zone_Br05_Hood_rock_asteroid_citrine_field
[Asteroids]
file = solar\asteroids\br05_molly_gold_citrine_field.ini
zone = Zone_Br05_Molly_gold_citrine_field
[Ambient] [Ambient]
color = 80, 50, 0 color = 80, 50, 0
@@ -318,6 +341,59 @@ Music = zone_field_asteroid_mine
ids_name = 261247 ids_name = 261247
ids_info = 65941 ids_info = 65941
; Citrine
[zone]
nickname = Zone_Br05_GSM_mineable_gold_citrine_field
shape = SPHERE
size = 5000
property_flags = 66
visit = 128
sort = 99.5
[zone]
nickname = Zone_Br05_Independent_gold_citrine_field
pos = 10725, 0, -25070
rotate = 0, 50, 0
shape = ELLIPSOID
size = 10000, 4000, 15000
property_flags = 66
visit = 128
sort = 4
pop_type = lootable_field
[zone]
nickname = Zone_Br05_Hood_rock_asteroid_citrine_field
pos = -20011, 0, -19039
rotate = 0, -55, 0
shape = ELLIPSOID
size = 12000, 4000, 15000
property_flags = 66
visit = 128
sort = 6
pop_type = nonlootable_ast_field
[zone]
nickname = Zone_Br05_Molly_gold_citrine_field
pos = -20317, 0, 18380
rotate = 0, -45, 0
shape = ELLIPSOID
size = 15000, 5000, 12000
property_flags = 82
visit = 128
sort = 12
pop_type = lootable_field
[zone]
nickname = Zone_Br05_GSM_minedout_citrine_field
pos = 17242, 0, 18790
shape = ELLIPSOID
size = 10000, 5000, 10000
property_flags = 82
visit = 128
sort = 13
pop_type = lootable_field
[zone] [zone]
nickname = Zone_Br05_05 nickname = Zone_Br05_05
pos = -22564, 0, 19542 pos = -22564, 0, 19542