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Hardpoint - Bone question


Centurin
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I was wondering if anyone could explain how the , , and fields work as far as hardpoints are concerned. I know that using the bone command allows you to add hardpoints by making them not targetable and not destroyable. But I'm not sure how to know what model to use or how to use the mesh. Any help would be greatly appreciated.
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Collision mesh is not that important (yet needed) as the bones entries. From them you determine where the new hardpoint will be placed on and the texture it will use; for example, to put a fighter bay to Mon Calamari you may want to put it on engines, left turbolaser and so on. Below is an example of the entries you're asking for. It's for fighter bay on Nebulon-B, fighters pop out from the front side -not engines-; adding hardpoints to spaceships need some more tweaking in the units xml (not hardpoints.xml) but i guess you might know this. If not, check this thread.

 

   

      HARD_POINT_ENGINE

      Yes

      Yes

      TEXT_ENGINE_HARDPOINT

      900.0

      RV_nebulonb_HP00_E.alo

      HP_E_BONE

      HP_E_COLL

     

      HP_E_EMITDAMAGE

      HP_E_MAINENGINES

      Large_Explosion_Space

      Unit_Hardpoint_Engines_Death 

   

 

Now, if you (by mistake) put on Nebulon be the bone/mesh entries from Mon Cal, then, as ive read somewhere (didnt test it), the visual effect will be that of Mon Calamari hardpoints on a  Nebulon-B. The whole destructiveness of the hardpoint may be also side-effected.

 

One important notice when playing with new hardpoints; they must NOT be Targetable and Destroyable, or the enemy won't be able to destroy them (and obviously the ship carrying them as well). Tested  ::)

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My understanding was that if you made the new hardpoint targetable and destroyable, bugs would occur. But if you made them non targetable and destroyable, it would work fine. Because you can destroy a ship without targeting any hardpoints. Also, how did you know what model to use for the attach? I would like to add numerous hardpoints to vessels like the Mon Calamari and the Star Destroyer. I have viewed numerous mods that have added hardpoints, but like I said, I don't know how they came up with the perticular model to  use for the attach or what mesh. For example, how did you know to put HP_E_Bone for the Nebulon mesh?
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My understanding was that if you made the new hardpoint targetable and destroyable, bugs would occur. But if you made them non targetable and destroyable, it would work fine. Because you can destroy a ship without targeting any hardpoints. Also, how did you know what model to use for the attach? I would like to add numerous hardpoints to vessels like the Mon Calamari and the Star Destroyer. I have viewed numerous mods that have added hardpoints, but like I said, I don't know how they came up with the perticular model to  use for the attach or what mesh. For example, how did you know to put HP_E_Bone for the Nebulon mesh?

 

I didn't mod a lot but here's my 0,02. Compare. If you want to find a proper model - use the one that is listed for other Hardpoint for the same ship. We can't add HPs now so simply add new hardpoint for an existing one, only adding things you'd like to add.

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Athanasios. Sorry to correct you concerning Targettable and Destroyable settings, but you are wrong. I've done extensive tests with this and EVERY landing bay hardpoint I've added has worked as it should. They are both targettable and destroyable and the ship does get destroyed when the landing bay is destroyed.
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Athanasios. Sorry to correct you concerning Targettable and Destroyable settings, but you are wrong. I've done extensive tests with this and EVERY landing bay hardpoint I've added has worked as it should. They are both targettable and destroyable and the ship does get destroyed when the landing bay is destroyed.

You must be kidding me :). This was one of the reasons that EaW:TR the Home One wouldn't be destroyed. And all the testings ive done with these two values turned on, was to have a indestructable ship...could post a fighter bay code to check it? Or better pm it to me.

 

Thanks in advance :)

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No problem. Find the list below (taken directly from my nebulon B landing bay, but the principals the same to my knowledge):

 

SPAWN_SQUADRON, ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, ASTEROID_FIELD_DAMAGE, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA

 

HP_Nebulon_Weapon_FL, HP_Nebulon_Weapon_FR, HP_Nebulon_Weapon_BL, HP_Nebulon_Weapon_BR, HP_Nebulon_Engines, HP_NebulonB_Fighter_Bay

 

and from the hardpoints file:

 

 

      HARD_POINT_FIGHTER_BAY

      Yes

      Yes

      HP_F-L_BONE           

      SPAWN_00

      TEXT_FIGHTER_BAY_HARDPOINT

      100.0

      Large_Explosion_Space_Empire  

      Unit_Hardpoint_Bay_Death

 

 

Moncalimari Cruiser version:

 

 

      HARD_POINT_FIGHTER_BAY

      Yes

      Yes

      HP_M-L_BONE           

      SPAWN_00

      TEXT_FIGHTER_BAY_HARDPOINT

      100.0

      Large_Explosion_Space_Empire  

      Unit_Hardpoint_Bay_Death

 

 

Pirate frigate version:

 

 

HARD_POINT_FIGHTER_BAY

        Yes

        Yes

        HP00_B-L_BONE

      SPAWN_00

        100.0

 

Large_Explosion_Space_Empire

Unit_Hardpoint_Turbo_Laser_Death

 

 

       

 

Hope that gives enough for you to go on.

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In my SWRealism 3.0 mod the VSD, Neb-B and Assault-Frigate have an extra turbolaser hardpoint that is not targetable but is destructable.  What happens is that the visible hardpoints are all first destroyed, then weapons fire will begin to attack the hardpoint-less ship.  After taking damage set to the amount of health the invisible hardpoint has, the ship blows up.

 

So it can still work, to add some extra HP to a ship without hardpoints.

EAW: Star Wars Realism v3.0 - a mod that improves the realism, balance & gameplay from the default EAW Space Combat & Space Skirmish.  Introduces a FLEET! Deathmatch mode.

 

http://pff.swrebellion.com/index.php?topic=2763.0

http://www.lucasforums.com/showthread.php?t=161089

 

EAW: Tactical Command - a Space Skirmish mod that seeks to bring tactics to EAW.  Also introduces Scenario play.

 

http://pff.swrebellion.com/index.php?topic=3136.0

http://www.lucasforums.com/showthread.php?t=162569

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