View Single Post
  #227  
Old 09-07-2013, 02:13 PM
Simbal Simbal is offline
Approved Member
 
Join Date: Jul 2013
Posts: 59
Post

Quote:
Originally Posted by Paradoxon View Post
OMG ... mate ... what did you to me ???? You costed me 3 days of my life !!!

WISHES:

1. SLOT CHANGING:

- can someone tell me, how i change the NUMBER of SLOTS in vessels (f.e. adding more system-slots) ??
- and changing from light guns to heavy guns or rockets slots ??
- i dont want to bother with visual gun emplacements, so the end number of guns and rockets should stay the same !!!
- in "carcass" its not working, you just change the text of the description
- someone knows how to handle this ???

2. Changing Prizes in the Maintainance Stations ???
- they are just to cheap now, some crafts should cost 10 times as now


!!! Again, many thanks for the information, NOW i have a fantastic game to play !!!

Nice i could help you, but the thing with slots is a little complicated.

for Adding/Editing Weapons/Turrets/Missiles

you need to have IMD Editor V3, you can get it here: http://forum.1cpublishing.eu/attachm...achmentid=2437
first of all: Select a IMD file of the ship you want to edit (The .IMD files are in the OBJECT folder), then if you want to add Weapons/Turrets/Missiles you need to Add them via the "AddReference" option (Theres too an ChangeWeaponType Option for changing the Weapon/Turret/Missile into something other) in the IMD editor, then if its Added
select it and give it the XYZ Position coordinates & XYZ Rotation coordinates (You can test a little bit and see how it works)

if you finished giving it the XYZ Coordinates & Rotation Coordinates then save the .IMD and go to carcasses.xml and search the ship you edited in the IMD editor and edit the amounts of Weapons/Turrets/Missiles to the amount you added in the IMD Editor

Like i have added one additional turret to the Excalibur.IMD file, then im going to have to do this:
Code:
	<Interceptor name="Excalibur_pl0">
		<short_name>#M_Name_Excalibur</short_name>
		<hint>#M_Hint_Excalibur</hint>
		<short_desc>#M_SDesc_Excalibur</short_desc>
		<long_desc>#M_LDesc_Excalibur</long_desc>
		<mesh_name>Excalibur_player</mesh_name>
		<flat_image>Excalibur_player</flat_image>
		<hit_points>130</hit_points>
		<mass>720</mass>
		<disable_trade/>
		<cost>15000</cost>
		<technology/>
		<EPR>1.2</EPR>
		<explosion_script>Fighter</explosion_script>
		<work_sound/>
		<silence/>
		<max_energy>50</max_energy>
		<energy_restore>2</energy_restore>
		<max_speed>7.5</max_speed>
		<maneurability>8</maneurability>
		<steering_power>25</steering_power>
		<sensor_resolution>0.38</sensor_resolution>
		<sensor_length>135</sensor_length>
		<threat>2</threat>
		<mapping_name>excalibur_shop</mapping_name>
		<HolderProperties>
			<big_guns>1</big_guns>
			<small_guns/>
			<rockets>2</rockets>
			<systems>2</systems>
			<turrets>1</turrets>
			<gk_guns/>
			<gk_turrets/>
		</HolderProperties>
		<engine_sound>Engine-Class1.wav</engine_sound>
		<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
		<level>1</level>
	</Interceptor>

If you want to add Modules to the ship

you just need to increase this here in the carcasses.xml
Code:
	<Interceptor name="Excalibur_pl0">
		<short_name>#M_Name_Excalibur</short_name>
		<hint>#M_Hint_Excalibur</hint>
		<short_desc>#M_SDesc_Excalibur</short_desc>
		<long_desc>#M_LDesc_Excalibur</long_desc>
		<mesh_name>Excalibur_player</mesh_name>
		<flat_image>Excalibur_player</flat_image>
		<hit_points>130</hit_points>
		<mass>720</mass>
		<disable_trade/>
		<cost>15000</cost>
		<technology/>
		<EPR>1.2</EPR>
		<explosion_script>Fighter</explosion_script>
		<work_sound/>
		<silence/>
		<max_energy>50</max_energy>
		<energy_restore>2</energy_restore>
		<max_speed>7.5</max_speed>
		<maneurability>8</maneurability>
		<steering_power>25</steering_power>
		<sensor_resolution>0.38</sensor_resolution>
		<sensor_length>135</sensor_length>
		<threat>2</threat>
		<mapping_name>excalibur_shop</mapping_name>
		<HolderProperties>
			<big_guns>1</big_guns>
			<small_guns/>
			<rockets>2</rockets>
			<systems>9999</systems>
			<turrets/>
			<gk_guns/>
			<gk_turrets/>
		</HolderProperties>
		<engine_sound>Engine-Class1.wav</engine_sound>
		<engine_start_sound>Start_engine_2a.wav</engine_start_sound>
		<level>1</level>
	</Interceptor>
then INGAME you just need to double click the modules you want to put into the ship, but if you want too GUI Slots then you need to go the the directory: TEXTURE/Interface/Carcass/Slots/ and edit the "Ship Name".ini file
TEMPLATE > if you want to add one additional turret GUI Slot to the Excalibur:

Code:
[image]
name=ships01
tuv=ships
index=1

[slot1]
type=BigGun
refpoint=center
image_coord=11 48
text_coord=96 110
text_aligment= LEFT

[slot2]
type=RocketModule
refpoint=left
image_coord=11 148
text_coord=96 210
text_aligment=LEFT

[slot3]
type=RocketModule
refpoint=right
image_coord=419 148
text_coord=415 210
text_aligment=RIGHT

[slot4]
type=SystemModule
refpoint=system1
image_coord=11 248
text_coord= 96 310
text_aligment=LEFT

[slot5]
type=SystemModule
refpoint=system2
image_coord=419 248
text_coord=415 310
text_aligment=RIGHT

[slot6]
type=TurretModule
refpoint="IMD-Parameter name of Reference"
image_coord (XY Coordinates of Slot)=422 252
text_coord (XY Coordinates of Text)=426 260
text_aligment=DOWN
the results may be not the best, because i don't do much stuff with the GUI slots (once again the GUI is an optional thing todo, you can just double click the Weapon/Turret/Missile/Module and it will fit, but only if the IMD file of the ship supports more Stuff to be added)

Heres an screenshot of what you can do with the IMD Editor:
http://img189.imageshack.us/img189/8839/og61.png
*Note: I used Module references so i can add more ship objects into it

2. the Pricing at maintance stations

are you talking about GW's buyable ships?

EDIT: if you want to create a new ship without using a existing ship as Main-Object, you can use the NULL.IMD file found in the Objects folder (which is a Invisible mesh), so you can add new Ship Objects(IMD) with Modules, this works like so:

Open up IMD Editor V3 then open the NULL.IMD file in the Object folder of the game, then select the option AddReference then select Module, and put into the textbox which says "<name of IMD-file>" something like this (must be a valid IMD file name) "excalibur" or "IMDNameOfTheObject"

And put in the XYZ & ROTATION XYZ Coordinates, play around with it a little bit OR open up another Ship IMD file and use the allready existing XYZ coordinates of the ship

Hope it helps!
And sry for the bad english, i am not the best in it ^^

Last edited by Simbal; 04-25-2014 at 06:18 PM.
Reply With Quote