How to setup remaining items on kill? -> SOLVED

Ideas for new maps
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Angeba
Posts: 88
Joined: Sun Feb 06, 2011 11:23 pm

How to setup remaining items on kill? -> SOLVED

Post by Angeba »

Which options are needed so that a ship drops (some of) its items when killed? I'd like to have this on my Tutti Frutti map, but did never succeed in setting it up. I did compare the Tutti Frutti options with a map which has the left over items feature, namely Ball Bana, but still could not find the clue. Another well known map with the feature is New Dark Hell.

Who's first to solve this mystery?
Last edited by Angeba on Sun Dec 25, 2016 3:52 pm, edited 2 times in total.
rotunda
Site Admin
Posts: 77
Joined: Wed Mar 24, 2010 2:19 pm

Re: Xpilot-mas quiz: How to setup remaining items on kill?

Post by rotunda »

Have you tried the dropItemOnKillProb option?
Angeba
Posts: 88
Joined: Sun Feb 06, 2011 11:23 pm

Re: Xpilot-mas quiz: How to setup remaining items on kill?

Post by Angeba »

I tried any combinations of options that looked like they could be at least remotely connected with the problem, like dropItemOnKillProb, detonateItemOnKillProb, destroyItemInCollisionProb, movingItemProb, itemConcentratorProb and perhaps others ...
rotunda
Site Admin
Posts: 77
Joined: Wed Mar 24, 2010 2:19 pm

Re: Xpilot-mas quiz: How to setup remaining items on kill?

Post by rotunda »

Then I don't have any explanation right now, other than that you set incorrect values for the options.
Angeba
Posts: 88
Joined: Sun Feb 06, 2011 11:23 pm

Re: Xpilot-mas quiz: How to setup remaining items on kill?

Post by Angeba »

Finally solved this problem on the Tutti Frutti map.
I reverted to the default values for `maxitemdensity', `itemprobmult' and the individual item probabilities and then modified these appropriately. Apparently the values I used in the original Tutti Frutti map resulted in no items remaining.
I'll post the new version of the map in its respective thread of this board.
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