[MOD][05.08.2009] Hangarmod/External-Docking [v. 1.8 BETA]
Moderators: Scripting / Modding Moderators, Moderators for English X Forum
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Only way I found so far to do so. But be aware that a fighter might use this dock instead of the TM, which will look funny and still block your TM from docking, so you need to undock the fighter first (micromanagement, I don't like it, that's why I didnt use this method so far).fud wrote:If you change the TS docking part from -TRANSPORT to STANDARD in dummies, it'll dock *everything* up to an M6.
M3/4/5/6/8 & TP/S/M.
I have still no clue how to create a dock for one certain shiptype (it's possible, since there are M6 Docks... but I don't know how to change them so that only other classes may dock at them...).
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I'm sorry, but I think I won't be able to write a script to do so. I'll have to do some clinic duty over the next months and than my study goes on again (and I'm in the last theoretical semester, so I have to do plenty of work).
I'll recommend Lucikes CODEA Script, as he made it possible to dock M8s internal in Carriers. I'll try to add external M6 docks when I'm back home in late september, early october at M1s as a compensation for this.
Sorry =/
I'll recommend Lucikes CODEA Script, as he made it possible to dock M8s internal in Carriers. I'll try to add external M6 docks when I'm back home in late september, early october at M1s as a compensation for this.
Sorry =/
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Yes, it can.
You need to extract the files from the Cat/Dat with Doubleshadows Modmanager. Than open the Scenefiles with a simple txt.editor like notepad and scroll down to the last entries. There should be the external dockingpoints I added. Simply delete the ones you don't want to keep, make sure that the numbers p and idx are still matching (if the last turret is p12 idx 12 and you delete the hangars 13, 14, 17 and only keep the 16 change the number of the docks 16 to 13). Than adjust the dockingslots in the tships.
I haven't tried it but it should work.
You need to extract the files from the Cat/Dat with Doubleshadows Modmanager. Than open the Scenefiles with a simple txt.editor like notepad and scroll down to the last entries. There should be the external dockingpoints I added. Simply delete the ones you don't want to keep, make sure that the numbers p and idx are still matching (if the last turret is p12 idx 12 and you delete the hangars 13, 14, 17 and only keep the 16 change the number of the docks 16 to 13). Than adjust the dockingslots in the tships.
I haven't tried it but it should work.
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just out of interest how much work would it be to make this mod work with
[Mod] Unofficial bug (player) fixes at http://forum.egosoft.com/viewtopic.php?t=239591
as if its not that hard i may try to learn again
[Mod] Unofficial bug (player) fixes at http://forum.egosoft.com/viewtopic.php?t=239591
as if its not that hard i may try to learn again
those UFOs you hear about are just what you tried to explaine to me going over my head
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
Advanced Complex-Hub you know you need it Catta Fett's D.O.G.S Vanilla safe mod collectionyou don't need them but you want them
Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings
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Wouldn't be that hard. Just take the Tships of the Bugfix-Mod and add the Hangarspace to it.
Than take the Scene-Files of the Bugfix-Mod and copy the Hangars of my scenefiles in it via Notepad.
You may need to check other files too, like dummies.txt (I added the M3/4/5 dock there, the entry with 535_dock), the Tcockpit and Bodies-files are from axeface and tenks shipmods, I haven't taken a look what changed in these files.
Make sure all files of my mod and the bugfixmod are in the new mixed-mod and try if it works
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Than take the Scene-Files of the Bugfix-Mod and copy the Hangars of my scenefiles in it via Notepad.
You may need to check other files too, like dummies.txt (I added the M3/4/5 dock there, the entry with 535_dock), the Tcockpit and Bodies-files are from axeface and tenks shipmods, I haven't taken a look what changed in these files.
Make sure all files of my mod and the bugfixmod are in the new mixed-mod and try if it works

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Some feedback on 1.8.1 while I'm looking at creating the Hangarmod light edition:
types/Bodies.txt does not contain the line which it does in the version from 08.cat/dat
types/Bodies.txt does not contain the line
Code: Select all
effects\engines\fx_xpshuttle;
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hm do your saying its not really possible to do..? eh well thanks for trying anyways
i dont use m8's much but if som1 ever is able to dock them with carriers and destroyers, maybe a slot for a single m8 in a frigate then i will make use of the m8..
on a second note, will the codea mod/script work with thyis one? i highly doubt it but is it possible?

on a second note, will the codea mod/script work with thyis one? i highly doubt it but is it possible?
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache 

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CODEA is a Script, so now files of the game are changed, only new files added. This here is a mod, I simply changed the given files by Egosoft. Only those mods/scripts won't work together which are trying to use the same files. For example: a mod puts more guns on a ship by adding them in the Tships. Another mod is adding more shields to a certain ship, also doing this in the Tships. So theres 2 mods both using the Tships, but the game is a bit stupid and can only read one Tship while running...so both mods together won't work. A script on the other hand only adds new files to the game and is so compatible to every mod.
In short: Yes, you can use this Mod with the CODEA-Script. And I'm pretty sure that adding M8 dockingpossibilitys via a script isn't that hard to be done...but you need to know how to write scripts...and I can't write scripts =/ (well, I scripted a fully functional Asteroid into the game!
). So unless Egosoft is not creating new external docks which are capable of letting M8s dock (there are no such docks) I won't be able to accumplish this task... =(
@khaak-Slayer:
Thanks a lot, much appreciated to get some positive feedback after all that time
. Didn't realize that I'm a legend though
.
A coffee (or two...) a day keeps a tired mind away! =)
In short: Yes, you can use this Mod with the CODEA-Script. And I'm pretty sure that adding M8 dockingpossibilitys via a script isn't that hard to be done...but you need to know how to write scripts...and I can't write scripts =/ (well, I scripted a fully functional Asteroid into the game!

@khaak-Slayer:
Thanks a lot, much appreciated to get some positive feedback after all that time


A coffee (or two...) a day keeps a tired mind away! =)
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lol lololololol yeh thanks for that, i did know the difference though, just wasnt to sure how much codea covers.. errm so you wouldnt be able to copy that element of scripting so internal docking could be achieved...? what if i could find some1 who could do it.. would you alter this mod so its both an internal and external docking mod?...? cause i know i read on a forum post here somewhere that someone figure out a really easy way to achieve internal docking...
thanks for such a good mod though, really handy.
thanks for such a good mod though, really handy.
Would someone kill those dam fighters all ready? Those flack cannons are giving me a headache 

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Getting a ship docked via scripting isn't that big of a problem, the undocking is
. As M8s are too big to fit into the internal docks they will collide while undocking and will be destroyed or at least heavily damaged.
Lucike use the transportdevice as a workaround for it, the M8s are spawned in a few km distance to the carrier when they get the command to undock. That seems to be a bit more complicated to script...but if someone really wants to write such a script I'd be happy to recommend it with this mod
.
I wouldn't include it fully into the mod because of those players who are also using CODEA, two scripts doing the exact same thing might conflict with each other.

Lucike use the transportdevice as a workaround for it, the M8s are spawned in a few km distance to the carrier when they get the command to undock. That seems to be a bit more complicated to script...but if someone really wants to write such a script I'd be happy to recommend it with this mod

I wouldn't include it fully into the mod because of those players who are also using CODEA, two scripts doing the exact same thing might conflict with each other.