Centurin Posted March 27, 2006 Posted March 27, 2006 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.
Athanasios Posted March 27, 2006 Posted March 27, 2006 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 :
Centurin Posted March 27, 2006 Author Posted March 27, 2006 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?
keraunos Posted March 27, 2006 Posted March 27, 2006 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.
MajorPayne Posted March 27, 2006 Posted March 27, 2006 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.
Athanasios Posted March 27, 2006 Posted March 27, 2006 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
MajorPayne Posted March 28, 2006 Posted March 28, 2006 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.
Athanasios Posted March 28, 2006 Posted March 28, 2006 Mate, many many thanks Now, in EaW:TR v2.0 rebel hangars will be both targetable and destroyable. I guess the Collision Mesh entries were wrong.
MajorPayne Posted March 28, 2006 Posted March 28, 2006 Tis no problem. The more thats shared the better this community can work.
MistenTH Posted March 29, 2006 Posted March 29, 2006 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=2763.0http://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=3136.0http://www.lucasforums.com/showthread.php?t=162569
Centurin Posted March 29, 2006 Author Posted March 29, 2006 So you're saying if I add an invisable and non destroyable hardpoint, it negates the armor of the ship? Or did I misunderstand you.
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