For alittle project of mine I ended up making a script which places asteroids...
What it does is asks you for X, Y and Z values, then puts asteroids in random positions between those values, and - those values, so with...
X = 20000
Y = 20000
Z = 5000
You get a block of asteroids measuring 40x40km and 10km thick...
But, not only that, I'm adding a customisable thickness, yeilds, and yeild type feature.
This would make it perfect for populating sectors with asteroids!
If anyone's making maps and wants to speed up asteroid placement, I'll refine it and replace it.
Just a notification. Thanks guys!
Asteroid Placing Script
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- EmperorJon
- Posts: 9378
- Joined: Mon, 29. Dec 08, 20:58
Asteroid Placing Script
Last edited by EmperorJon on Wed, 11. Aug 10, 16:54, edited 1 time in total.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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I'm Jon. I'm mostly not around any more. If you want to talk, please message me! It's cool.
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EmperorJon, that sounds very cool and useful.
My mods for X3TC & X3AP
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
- EmperorJon
- Posts: 9378
- Joined: Mon, 29. Dec 08, 20:58
Could there be a work around by using two scripts, having the first call the second to finish up the job. Might mean setup some of the variables to global versus them all being local.
My mods for X3TC & X3AP
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
Been with the X-series from the beginning. If it happens in the X_Universe I've been there done that several times over.
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- Posts: 1468
- Joined: Wed, 3. Aug 05, 05:05