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Star Wolves 3D space RPG with deep strategy and tactical elements |
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#1
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I mean the carcass itself... there are two mothership_uels for example, one is used by SAM I think.
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#2
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#3
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What exactly are you trying to change?
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#4
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I'm trying now to make torpedo launchers available for motherships by editing carcasses.xml and the model, but it seems to me like the game didn't accept any change. Do I have to start a new game?
I had the game running with the non-pirate Mastiff ("Mothership_arba", arba_base_player.imd if I'm correct?). Last edited by Ivik_sk; 05-15-2014 at 04:36 PM. |
#5
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Editing weapons loadout is a lot more difficult because not only will you need to edit the carcass, but you will need to add physical hardpoints on the IMD file and add UI support in the Texture/interface/carcass folder.
PS. However, missiles generally do not work well on motherships because you will have to dock to a station every time you wanted to replenish missile loadout, and there is no way to toggle missiles on/off for a mothership... although I am curious if a missile turret is doable with unlimited ammo but weak missiles. Last edited by Nanaki; 05-15-2014 at 04:35 PM. |
#6
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So, in my case I have to edit interface/carcass/slots/arba_base.ini as well?
It shows the slot correctly on the dock screen, but I can't equip a weapon there. I've edited the .imd file as well, references and slot types are matching. It's weird, because even when I buy a gk_gun from Goblin, they can't be equipped. I don't know whether it's a bug in the mod or in the vanilla... |
#7
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#8
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Not really sure whats going wrong for you guys, editing works fine for me.
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#9
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My question would be - which changes show themselves only by starting a new game?
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#10
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Not really sure. Usually when I make substantial changes, I prefer to start a new game to ensure that everything loads properly.
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