Federation Spacedock

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posted on July 17th, 2009, 3:50 pm
Last edited by Martox on July 17th, 2009, 4:19 pm, edited 1 time in total.
yes


ok i can get it in the map editor i just cant get it in the build menu
posted on July 17th, 2009, 5:56 pm
Maybe you have to add

b_fed_spacedockY federationbuttons01 3 173 80 80 # 1 3
b_fed_spacedockZ federationbuttons01 3 173 80 80 # 1 3

to the unit buttons  in the gui_global.
posted on July 17th, 2009, 6:10 pm
where do i have 2 add that in the gui_gobal?
posted on July 17th, 2009, 6:13 pm
Just search for b_fed_spacedock federationbuttons01 3 173 80 80 # 1 3
in the file until it brings you to 'Build Button' section, then add those lines under it.
posted on July 17th, 2009, 6:25 pm
works like achrm,looks fabulous tyler u did a gr8 job with this
posted on July 17th, 2009, 6:35 pm
ok thx
posted on September 11th, 2010, 1:33 am
Hi anyone know if there is a 3.13 version of this that works?  I managed to update the wireframe, build button, and the system backgrounds, but using map editor, whenever I try getting the construct to build it it crashes to windows and same with adding it using map editor.

I updated techtree, miniimages, gui_global, and systembackgrounds, so I am wondering if the SOD creation/coding changed or if that is the cause of the crash, and if there's a way to know if there are changes to it (what prog could I use to check the SOD out?.  Or if the odf is at fault here.

Any tips would b great. Thanks.
posted on September 11th, 2010, 2:49 am
Hmm, I would suggest updating its weapons.  The SOD missing would cause it to be a big 'error' to show up.
posted on September 11th, 2010, 4:55 am
You know i should try to make my own version of this model its really pretty simple and it could use a lil work.
posted on September 11th, 2010, 7:56 am
Thanks for the tips... I changed the weapons as noted and it works now.  Just want to ask one thing is the weapon hardpoints with the "hpxx" is there a limit or amount of them that I can have for each weapon and also having more or less what would that affect?  I know this maybe the wrong area to ask, but not sure where to put this in as...
posted on September 11th, 2010, 12:25 pm
the hardpoints effect where the weapons come from.  So, if hp01 is at the top of the station, and you limit a phaser to only that hardpoint, then it will always fire from that point.  the more you add, the more realistic it will look.  If you have a bunch around the station, the weapon will fire from the closest hardpoint to the enemy. 

As far as I know the only limit is to how many hardpoints are actually on the station model.  There isn't really an easy to explain way to see the harpoints on the model, but if you really want to, I"ll explain that too. :thumbsup:
posted on September 11th, 2010, 1:06 pm
Has it been mentioned that hardpoints have directions?  This is the thing that determines direction for weapons which have limited firing arcs.

It is also the reason why it is a good idea to give some weapons, especially omnidirectional ones multiple hardpoints so that they don't fire through their own ships/stations, because that looks stoopid.
posted on September 11th, 2010, 6:39 pm
true, but most weapons don't have firing arcs, so the direction doesn't make a difference.  It is incredibly difficult to tell which direction a hardpoint is facing in the first place.  Unless the Author released a HP map with the directions shown, I would not recommend bothering with it.
posted on September 12th, 2010, 9:07 am
Milkshape shows you... actually just looking at one model and all the joints pointed upwards, so yeah, probably not that important.
posted on September 12th, 2010, 3:00 pm
yeah, but theres no working importer that is publicly available.  Like I said, theres no easy way of explaining it all. :sweatdrop:
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