Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- local baseModuleWreck = {
- description = [[Module Shards]],
- blocking = false,
- category = [[heaps]],
- damage = 100,
- energy = 0,
- footprintX = 2,
- footprintZ = 2,
- height = [[4]],
- hitdensity = [[100]],
- metal = 40,
- object = [[debris2x2c.s3o]],
- reclaimable = true,
- reclaimTime = 40,
- }
- local baseModuleHeap = {
- description = [[Module Fragments]],
- blocking = false,
- category = [[heaps]],
- damage = 50,
- energy = 0,
- footprintX = 1,
- footprintZ = 1,
- height = [[4]],
- hitdensity = [[100]],
- metal = 20,
- object = [[debris1x1b.s3o]],
- reclaimable = true,
- reclaimTime = 20,
- }
- local function GenerateModuleWrecks()
- local moduleDefs = VFS.Include("LuaRules/Configs/dynamic_comm_defs.lua")
- for i=1,#moduleDefs do
- local moduleDef = moduleDefs[i]
- if (moduleDef.cost > 0) then
- local wreck = CopyTable(baseModuleWreck, true)
- local heap = CopyTable(baseModuleHeap, true)
- wreck.description = moduleDef.humanName + " Shards"
- heap.description = moduleDef.humanName + " Fragments"
- wreck.metal = moduleDef.cost * 0.4
- heap.metal = moduleDef.cost * 0.2
- wreck.damage = moduleDef.cost * 2
- heap.damage = moduleDef.cost * 2
- wreck.featuredead = "module_heap_" .. i
- FeatureDefs["module_wreck_" .. i] = wreck
- FeatureDefs["module_heap_" .. i] = heap
- end
- end
- end
- GenerateModuleWrecks()
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement