Tie Fighter model (...finished and textured)
20 years 8 months ago #9283
by MajorTom
Replied by MajorTom on topic Tie Fighter model (...finished and textured)
well, the ship docked on the (a) surface that is about 1/3 of the of the ball diameter. Unless perhaps the middle (0,0,0) of the ship isn't the middle of the ball, I still think it's defaulting to the next avaliable null
The ini is as shown here, and I think it works as described below
[Subsims]
; Dockports
template[0]=ini:/subsims/dockports/universal_port
null[0]=Dockport Top
; Systems
template[1]=ini:/subsims/systems/player/powerplant_multiplayer
template[2]=ini:/subsims/systems/player/life_support
null[2]=crew
template[3]=ini:/subsims/systems/player/heatsink5
template[4]=ini:/subsims/systems/player/accumulators
template[5]=ini:/subsims/systems/player/manoeuvre_thrusters
template[6]=ini:/subsims/systems/player/active5_sensors
template[7]=ini:/subsims/systems/player/passive5_sensors
template[8]=ini:/subsims/systems/player/ships_drive
template[9]=ini:/subsims/systems/player/capsule_drive
template[10]=ini:/subsims/systems/player/autorepair4
template[11]=ini:/subsims/systems/player/sensor_disruptor
template[12]=ini:/subsims/systems/player/cpu5
template[13]=ini:/subsims/systems/player/tie_rapid_swm
null[13]=main_gun1
template[14]=ini:/subsims/systems/player/tie_rapid_swm
null[14]=main_gun2
**and so on**
This is the way I understand it:
If the weapon null [14] "main_gun2" didn't return a valid null, that weapon would default to 0,0,0 (asuming there was no valid null name following null [14]).
But!
If null [13] "main_gun1" didn't return a valid null the subsim [13] would be placed on null [14]
Anyhow, the main thing is: we now have the stuff on the ship where we want it [^]
Iwar2 Multiplayer Fan Site
The ini is as shown here, and I think it works as described below
[Subsims]
; Dockports
template[0]=ini:/subsims/dockports/universal_port
null[0]=Dockport Top
; Systems
template[1]=ini:/subsims/systems/player/powerplant_multiplayer
template[2]=ini:/subsims/systems/player/life_support
null[2]=crew
template[3]=ini:/subsims/systems/player/heatsink5
template[4]=ini:/subsims/systems/player/accumulators
template[5]=ini:/subsims/systems/player/manoeuvre_thrusters
template[6]=ini:/subsims/systems/player/active5_sensors
template[7]=ini:/subsims/systems/player/passive5_sensors
template[8]=ini:/subsims/systems/player/ships_drive
template[9]=ini:/subsims/systems/player/capsule_drive
template[10]=ini:/subsims/systems/player/autorepair4
template[11]=ini:/subsims/systems/player/sensor_disruptor
template[12]=ini:/subsims/systems/player/cpu5
template[13]=ini:/subsims/systems/player/tie_rapid_swm
null[13]=main_gun1
template[14]=ini:/subsims/systems/player/tie_rapid_swm
null[14]=main_gun2
**and so on**
This is the way I understand it:
If the weapon null [14] "main_gun2" didn't return a valid null, that weapon would default to 0,0,0 (asuming there was no valid null name following null [14]).
But!
If null [13] "main_gun1" didn't return a valid null the subsim [13] would be placed on null [14]
Anyhow, the main thing is: we now have the stuff on the ship where we want it [^]
Iwar2 Multiplayer Fan Site
Please Log in or Create an account to join the conversation.
- Second Chance
- Topic Author
- Offline
- King of Space
20 years 8 months ago #9285
by Second Chance
Replied by Second Chance on topic Tie Fighter model (...finished and textured)
Could be.
I like your 8 ball on number 8. Shame on you for not using the forum code, lol.
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos (on hold during SW MP mod)
cartoons.sev.com.au/index.php?catid=4
.
I like your 8 ball on number 8. Shame on you for not using the forum code, lol.
mailto:second_chance@cox.net
The Ultimate Guide To Modding: I-War 2 - Edge Of Chaos (on hold during SW MP mod)
cartoons.sev.com.au/index.php?catid=4
.
Please Log in or Create an account to join the conversation.
20 years 8 months ago #9288
by MajorTom
Replied by MajorTom on topic Tie Fighter model (...finished and textured)
Lol!
When I use the "
" tags it makes the screen so wide, so I try to avoide using it
Edit: Oops I meant:
When I use the "[ code]" and "[ /code]" tags it makes the screen so wide, so I try to avoide using it
Iwar2 Multiplayer Fan Site
When I use the "
Code:
" and "
Edit: Oops I meant:
When I use the "[ code]" and "[ /code]" tags it makes the screen so wide, so I try to avoide using it
Iwar2 Multiplayer Fan Site
Please Log in or Create an account to join the conversation.