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Star Wolves 3D space RPG with deep strategy and tactical elements |
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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> 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 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. |
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