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How to give xwings their torpedoes


dw333
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add these lines to  xwing in spacefighters.xml

 

yes  <-------already on

yes

and

 

HP_BOMBER_01, HP_BOMBER_03

 

HP_Bomber_01 is torpedoes (i think)

HP_Bomber_03 is bombs (for ground attack, i think)

 

and the sound files from the y-wing torpedo firing, i will add these later

Edited by Cain

Dan Williams

Mod Project : Star Wars - Civil War (v0.3)

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these hardpoints are really lookin like the bones in generals.. exexpt destructible....

very interesting

in generals once the vehicle took enough damage.u could hide parts of the model.. or revert to a new model altogether.. .. and create the illusion of hard point destruction :/

 

 

Basically tho i found out that if u dont have the hardpoints in the code.. anywhere. the model has full health..

but its hardpoints gone.. and its smokin at those hardpoints..

since i didnt code the smoke coming out of the hardpoints....

they must be something in the hardpoint itself.. saying.. destroyed=smoking hardpoint

 

This could really be used by making a generic ion cannon.. missile launcher.. ect ect.. and placing them on units.. and u only have to code the hardpoint once. :/

 

sorry i rambled too much

http://www.swgbex.com/sig.jpg

Hehe IA 2 venator :P

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Actually that's a terrible way to do it, it gives them a second laser because you haven't removed the existing laser and HP_BOMBER_03 is the laser for Y-Wing. A better way would be to create your own X-Wing hardpoints, add them via then remove the existing laser in the X-Wing.
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