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Author Topic: SF "Hardpoints"  (Read 648 times)
Sandtrooper
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« on: November 26, 2008, 08:03:29 PM »

What annoys me the most while defining custom arcs for weapons in SF is the annoyance of where your weapon IS on the ship (I know two, but the rest are hard for me to actually screw around with)...lets say I wanted a properly placed gun on one of my ships in my Trek mod, I go play with the numbers for a tube, it fires from nowhere on the ship...everytime I modify it, I have to go back in-game to see where it fires from.

Example Codes:
Code:
[mr]4001*-8*14*0*-4*4
MassDriver, Starboard side, 14 pixels/unk. units "IN", unknown number, 4x4 pixel/unknown unit arc

Code:
[mr]4503*0*1*0*0*35
Laser III, Dead centre, middle of bitmap, unknown number, 0x35 arc (or All directions)

Why don't we make a editor that can place stuff onto a ship bitmap (any size) and it's output is the code for the ship after defining the positions and stuff?

(A good example for such an editor GUI is the Tactical Icon editor for Bridge Commander, although it had its bugs)
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NiteHawk
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« Reply #1 on: November 27, 2008, 06:51:39 AM »

I believe that middle missing number you see is the angle to fire (not the arc but the angle when its firing straight)

But I agree... It would be very cool to have something like that. A full GUI editor would allow more players to mod and come up with unique stuff.

Though I'm thinking to changing the modding a bit, so it doesn't use spaces, rather commas for example, because alot of mods get meseed up by something missing, and people cannot figure out why becuase its all white spaces that seperate everything.
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