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Argh

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  • "Argh" started this thread

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1

Wednesday, October 5th 2005, 3:56am

Well... here there are a couple of issues: 1. You´d need to match your Base´s geometry to an already-existing Base, or you won´t have a SUR that works, and people will be able to fly through the Base. I built Bases for Warriors of the Sky, for example, and people can fly through most of their geometry... which is annoying, but just the way things are, until we can make custom SURs. Thankfully, we´re getting really close to being able to do that. 2. You just need to take a look at the CMPs for Bases, and copy the appropriate items. Bases need a HpDockMountA, HpDockPointA01, HpDockPointA02, HpDockCamA and HpLaunchCamA to work, which you´ll have to add with HardCMP. Basically (haha, bad pun) this isn´t very hard to do. You will not have animated Bay Doors on your Bases, but that´s just tough- we don´t know how to do that yet, and it´s unlikely that we ever will <img src=smilies/icon_smile_tongue.gif width=15 height=15 border=0 align=middle>
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twitchywolf

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2

Wednesday, October 5th 2005, 5:36am

AHH thank you my friend. I figured on adding the hardpoints..just coudent figure out WHAT hardpoints needed added...or where. HPLaunchCamA and HPDockCamA sound preaty self explanitory. I´m going to assume HPDockPointA01 and 02 are..erm..regular ship docking (procede to dock 2..?) which would make HpDockMountA a moor point? And a big DOH on the .sur file...boy is this going to be fun trying to match up something for this base....oops. Might end up remodeling it a tad. Or just living with base clipping untill the whole custom .sur files get´s a go. (holds breath) (passes out)

cjabates

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3

Wednesday, October 5th 2005, 6:40am

HpDockMountA (B,C,etc) are the actual docking points where the game switches to the base view. HpDockingPointA01 (A02, B01, etc) are the path points to the corresponding DockMount. Defining a DockMount as a mooring point or as a ship ´berth´ is done in the base´s ini file entry. Chris Bates Lead scripter, <A href=´http://www.flbattleformankind.com´ Target=_Blank>Stargate BFM: Freelancer</a>
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twitchywolf

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Wednesday, October 5th 2005, 7:53am

AHHHHHH I get it now. Gotcha. Cleared that right up you did. Thanks a bunch. <img src=smilies/icon_smile.gif width=15 height=15 border=0 align=middle>

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5

Friday, October 7th 2005, 12:19pm

First of all, what they ^^ said. Except, no you don´t ´NEED´ to use HardCMP for adding these hardpoints, if you want more control (easier control) over where you want the docking points and path to go, do it in any of your fav modeller programs, IE: Milkshape. Me, i create, texture, and Hardpoint all my models in Lightwave 8 with no problems. If you are gonna do the HP´s in a modelling program like Milkshape just follow the Hardpoint naming conventions, IE: Hp/Fixed/HpDockMountA Hp/Fixed/HpDockMountA01 Hp/Fixed/HpDockMountA02 Ect ...

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