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Author Topic: #INCLUDE's  (Read 806 times)
Weylin
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« on: March 18, 2009, 08:56:17 PM »

Have any of you tried adding the ( [race]=Racename,  [nr]=0, [r]=r ) to the end of the various #INCLUDE lines to have race spacific HUD's, warp effects, hell, even explosions?

ie...

miscellaneous bitmaps {
#INCLUDE sf_bmp_misc.sec( [race]=Arcean,  [nr]=0, [r]=a )
#INCLUDE sf_bmp_misc.sec( [race]=Terran,  [nr]=1, [r]=t )
#INCLUDE sf_bmp_misc.sec( [race]=Drengin,  [nr]=2, [r]=d )
#INCLUDE sf_bmp_misc.sec( [race]=Pirate,  [nr]=3, [r]=p )
}

Would this work?
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Sandtrooper
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« Reply #1 on: March 18, 2009, 09:15:14 PM »

SF only takes one HUD/GUI, thats the only limitation of the current game...warp effects are also limited to one set (I found out the hard way)...unless NiteHawk has more info about the way misc bitmaps work.
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Weylin
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« Reply #2 on: March 19, 2009, 01:37:23 AM »

the [r]=# is a declaration of a variable, right?

So if you had different warp effects, like warpin-[r] ...?

I don't know, maybe I'm missing somthing here...



As a side question, would you create faction specific ships and modules by giving them there own .sec and .dat files? Or is there an easier way?
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Sandtrooper
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« Reply #3 on: March 19, 2009, 10:10:20 AM »

As a side question, would you create faction specific ships and modules by giving them there own .sec and .dat files? Or is there an easier way?

Yes, thats about the only way to make custom races with custom amount ships loaded for them, its how I made my Trek mod actually work.

Well I assume the [r] is a variable, so try it and see what happens. It does not hurt to experiment unless you really screw around with the stock .sec files
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