
It has that Star citizen - look to it and i love it. any ETA on the project?
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i think this combined with a cutscene is the most realistic possiblity for going up and down. maybe with some kind of button on the ladder to trigger it.Ginger470 wrote:BTW: As a fallback player.entity.position can be queried and set, so it may be possible to get the player position and if within a certain area, trigger a jump to another position via the md. I'd rather not use this method but it should work.
Terrific job with the interiors!Currently I replaced the exit door (by the microwave) with a button operated sliding door (like the door back into the cockpit) ... and that works pretty well.
You'll see the door around 4.00 in this video https://www.youtube.com/watch?v=GMXdkdM0WWM
Yes, it is possible with Blender. I tried this then was working on the Bridge mod.That said, I think I understand how the models work, so it may be possible to cut holes in existing collision meshes for other doorways (like the toilet? Smile or the hatch leading to the second deck).
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<connection ref="ConnectionFor_interiors_rooms_swa_button_012">
<macro>
<component ref="interiors_rooms_swa_button_01" connection="space" />
</macro>
</connection>
<connection ref="ConnectionFor_interiors_rooms_swa_skunk_exit2">
<macro>
<component ref="interiors_rooms_swa_skunk_exit2" connection="space" />
</macro>
</connection>
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<connection name="ConnectionFor_interiors_rooms_swa_skunk_exit2" group="exit2 " tags="switchable">
<offset>
<position x="-3.607273" y="1.114259" z="1.711373"/>
<rotation yaw="270" />
</offset>
</connection>
<connection name="ConnectionFor_interiors_rooms_swa_button_012" group="exit2 " tags="button">
<offset>
<position x="-3.1169222" y="1.451601" z="2.37636557"/>
<rotation yaw="135" />
</offset>
</connection>