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  #1  
Old September 25th, 2003, 04:47 AM

Phoenix-D Phoenix-D is offline
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Default Re: Modding the Demo

Well, that explains why adding hardpoints didn't work, and why the arcs didn't change! You might want to make a note of that in your slot modder, SJ.

On a different story- Deadzone, how did you get SF to display 360 degree arcs? Even if it didn't work, I couldn't even get it to do that.
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Old September 25th, 2003, 10:25 AM

DeadZone DeadZone is offline
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Default Re: Modding the Demo

Goto Main_ComponentConfigurationSlotsPlayer.txt
Look for wotever ship (or you can even add your own) and look for the weapons slots which are usually the first X slots

Quote:
Slot 1 Xpos := 243
(How far to the right component is on the ship display)
Slot 1 Ypos := 7
(How far down component is on the ship display)
Slot 1 Group Name := Weapon (Light) 1
(Weapon type and weapon #no, for use with Main_PurchaseShipsPlayer.txt)
Slot 1 Comp Type Allowed := Weapon (Light)
(Wot type of weapon can go in slot, light or heavy)
Slot 1 Comp Type Abbreviation := W(L)
(Wot you see when looking at you ship components and slot is empty)
Slot 1 Comp Box Color Index := 1
(Colour of slot when looking at component screen)
Slot 1 Ship Section := Hull
(Not completely sure, but I think this is to do wit placement)
Slot 1 Ship Side Facing := 0
(Not sure)
Slot 1 Weapon Firing Point := 2
(This affects how weapon arcs wot I believe)
Slot 1 Weapon Arc Start := 315
(Have this as the higher number as withme when it is lower it causes crashes)
Slot 1 Weapon Arc End := 45
(Have as lower)
Now to get the arcs like I have have the following

Quote:
Slot 1 Weapon Arc Start := 190
Slot 1 Weapon Arc End := 160
This should work but if someone is entered wrong the game will lock up and you may have to do a hard boot
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Old September 25th, 2003, 10:37 PM

Phoenix-D Phoenix-D is offline
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Default Re: Modding the Demo

That did it. And if you want the new turret to fire, you have to set the "hardpoint" number to one the model has. I changed my turrets from 5 to 3 and they fired fine (out of the cruiser's left side)

EDIT: attemping to add another firing point resulted in a crash; I'm betting this is the no-mod code for the demo kicking in.

[ September 25, 2003, 21:49: Message edited by: Phoenix-D ]
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Old September 26th, 2003, 02:08 AM

Phoenix-D Phoenix-D is offline
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Default Re: Modding the Demo

Well, you can definitely change the number of slots on a ship. I mad a 7000 KT cruiser with slot after slot of guns.

Then, to challenge the HMS Ridiclous, I went into Main_EnemyAppearance.txt to the Pirate system entry. Changed the chance of cruisers and destroyers appearing to 100, and cranked the number of repeats to 100 each (I did 500 at first. Starfury was Not Happy.)

Warp in and the butchery begins! Worked fine, though I lost about 15 FPS. As I killed, the FPS went up; apparently all those glittering pods I left behind don't use up as much resources.
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Old September 28th, 2003, 12:20 AM

DeadZone DeadZone is offline
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Default Re: Modding the Demo

tut I dunno, whenever I try to change enemy appearance it causes crashes

Anyway post the code you used to get the new(?) turrents to fire
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Old September 28th, 2003, 06:04 AM

Phoenix-D Phoenix-D is offline
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Default Re: Modding the Demo

Its fairly simple. Just copy one of the existing mounts and use that.

Side note: I've discovered that you can survive ramming anything, with enough protection. You keep right on going through (even stars!)
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Old September 28th, 2003, 10:28 AM

DeadZone DeadZone is offline
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Default Re: Modding the Demo

Thought I had already posted that

Oh well, its true I have done it often enuf
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