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February 19th, 2004, 05:01 PM
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Re: Modding questions...
Yeah, I was just realizing that myself about the X files...
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February 19th, 2004, 07:55 PM
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Re: Modding questions...
After messing with the Spaceobjects x files file, I managed to get my ship working, although I had to create hardpoints by hand. I discovered that there seems to be a hard limit of 10 hardpoints as well.
I'm going to bed now, but I'll be playing with point defense beams and missiles tomorrow.
By the way, point defense guns are really fun to watch if you change their reload time to 250 and lower their damage... I just need to find a way to lower their accuracy now. I basically want to see the PDCs fill the sky with lead in the course of trying to shoot something down.
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February 19th, 2004, 09:48 PM
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National Security Advisor
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Re: Modding questions...
You can make an unselectable campaign. What you need to do is place the campaign inside a subfolder..eg:
Camp1/Camp2
When refercing the second one, instead of just Camp2 you put /Camp2 (or maybe Camp1/Camp2)
Not 100% sure this works, I can't remember the results of my test. but it DOES work for map files and such.
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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February 20th, 2004, 01:16 PM
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Re: Modding questions...
I'll try that when I get around to the actual campaign construction, thanks Phoenix.
Good news on the PDC front, point defense beams and missiles work (Although you really want to increase the PD missiles ranges to the 300 range due to slow missile speed) and restricting point defense guns to specific arcs works also!
Which actually makes me curious whether or not I could make normal weapons 360 degree guns by simply not tying them to a firing point at all... I'll have to try.
One question about missiles/torpedoes... I saw in another thread that torpedo speed can be tweaked... Is it possible to have different speeds for different classes of torpedoes? I'd like to have fast anti-fighter missiles and slower anti-ship torpedoes if possible. If not then not. I can always make do by giving the anti-fighter missiles really long ranges, just more elegant the other way.
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February 20th, 2004, 03:38 PM
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Re: Modding questions...
Nevermind... Found it. Torpedo speed is part of the effect type you reference, so if I create a few different effect types with different speeds, it should work. I think
Also, if you don't link a weapon to a firing point defined in the X files file, it has 360 degree coverage
[ February 20, 2004, 14:00: Message edited by: PaladinX ]
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February 20th, 2004, 05:08 PM
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Re: Modding questions...
Be careful with the torpedo speeds. If you set the, too high the torps will start exploding randomly.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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February 20th, 2004, 05:54 PM
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Re: Modding questions...
Actually, that could be fun... Only the fighter to fighter missiles will be really fast, so it would add some cool visuals lol.
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