Crew Quarters

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vvvvvvvv
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Joined: Tue, 28. Nov 23, 15:38
x4

Re: Crew Quarters

Post by vvvvvvvv »

Eyeklops wrote: Thu, 23. Jan 25, 21:40 Putting aside the terminological semantics between you two (game documentation calls it a "transporter room"), I couldn't find documentation on how they work. I generally like the idea of faction specific transporter rooms, but implementation could go two different routes depending upon if the room itself transports or only the player transports.
Interior of the lift is an immovable prefab baked into level geometry. They're completely indentical to each other, when you step in, the game plays movement sound, and then teleports you. Because they're identical, you do not normally see that you're now in a different spot. You could see the teleport if you clip camera through the door and look outside.

Regarding faction transporters, I thought about it before.

One way is to keep track of the transporter type player entered. The room type will depend on where you enter it. On argon station it'll be argon, on split destroyer it'll be split and so on.

The other way is to forbid free transport between capital ship and station rooms. It never made much sense. The player would arrive at interior of L dock, which will have to be added, and there will be "transporters to the ship", and "transporters to the station".

As of now it is already possible to implement faction-sepcific transporters on frigates and corvettes. Because those do not connect to station transfer system. The ship that could use this the most is Xenon PE, because the standard transporter room sticks out of the xenomorphic interior.

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