Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Raptor on January 18, 2004, 09:04:08 am

Title: SEXP help...
Post by: Raptor on January 18, 2004, 09:04:08 am
I, ah, need one SEXP explained to me...

'Change-Ship-Model'

I would like to know more detail.

Why? I'm planing on making a Civilan/Corprate transport that is very popular with Corparations, private Haulers, Pirates and Smugglers, due to it's speed, agility, atmosphere capabilty, large Cargo-to-Crew ratio, toughness, and the ease it can be modified and upgraded.

So with the SEXP above, I could show all sorts of customisations, including extra turrets, gunbanks, subsystems, submodels, etc?

There are few other SEXPs I'd like a little more detail about as well, but they can wait.
Title: SEXP help...
Post by: Black Wolf on January 18, 2004, 12:40:06 pm
Well, you could, but not efficiently. The sexp changes the ships class, not its pof, so it'd be effectively the same thing as putting several varienbtss into ships.tbl. I suggested a chaange pof sexp once, but I dunno if anything ever happened.
Title: SEXP help...
Post by: Goober5000 on January 18, 2004, 12:55:13 pm
There are two sexps... change-ship-class and change-ship-model.  Both require separate table entries.  And if you're using change-ship-model, both models should have very nearly the same POF data or else I won't guarantee the results. :)
Title: SEXP help...
Post by: kasperl on January 18, 2004, 12:56:52 pm
what is the exact difference between those two then?

and would someone, who understands all of this perfecetly, add this to the wiki, link in my title?
Title: SEXP help...
Post by: Goober5000 on January 18, 2004, 01:02:15 pm
One changes the class, which is the same as simply making it a different ship in FRED.  The other just changes the model, which is to say it changes what you see on screen, but all the other ship data stays the same.
Title: SEXP help...
Post by: kasperl on January 18, 2004, 01:05:08 pm
then why does the model thing need it's own table entry?
Title: SEXP help...
Post by: Goober5000 on January 18, 2004, 01:11:07 pm
So it can find the model to load from.  I did it that way, instead of asking for a file name, because it was easier to code.
Title: SEXP help...
Post by: Trivial Psychic on January 19, 2004, 12:01:26 am
So basically, if I wanted a Lilith to initialy be initially misidentified as a Cain, I would have a Cain jump in with the special hitcount flag to match the hull strength of a Lilith and with the correct armament set in FRED, then use the change-ship-class sexp once the ship is identified as a Lilith, to change the Cain to a Lilith.  Is this correct?  Would this also reset the armament of the Lilith to the default for that ship, and would it apply the previous special hitcount on top of the Lilith's native hull strenth?

Later!
Title: SEXP help...
Post by: Raptor on January 19, 2004, 06:13:01 am
Quote
Originally posted by Goober5000
There are two sexps... change-ship-class and change-ship-model.  Both require separate table entries.  And if you're using change-ship-model, both models should have very nearly the same POF data or else I won't guarantee the results. :)


Ah, well bang goes that idea (I'm riding the 128 ship limit already..) :mad2: 'wishs the SCP group could increase ship limits generally, not just for Inferno'

I was planing on the main hulls being almost the same, just added turrets and submodels.  But if it can't handle that, then...:sigh:
Title: SEXP help...
Post by: kasperl on January 19, 2004, 06:19:28 am
well, if you don;t want multiplayer, you could ask some coder to compile a version for your mod, with a raised limit. you'd just need to recompile it every time a new feature you want comes out.
Title: SEXP help...
Post by: Goober5000 on January 19, 2004, 08:26:32 am
Quote
Originally posted by Trivial Psychic
So basically, if I wanted a Lilith to initialy be initially misidentified as a Cain, I would have a Cain jump in with the special hitcount flag to match the hull strength of a Lilith and with the correct armament set in FRED, then use the change-ship-class sexp once the ship is identified as a Lilith, to change the Cain to a Lilith.  Is this correct?  Would this also reset the armament of the Lilith to the default for that ship, and would it apply the previous special hitcount on top of the Lilith's native hull strenth?


It should, yes.  If it doesn't, make a note in Mantis. :) On that subject, we'll also be adding a change-alt-name sexp after 3.6 is out.
Title: SEXP help...
Post by: Raptor on January 19, 2004, 01:17:32 pm
Quote
Originally posted by kasperl
well, if you don;t want multiplayer, you could ask some coder to compile a version for your mod, with a raised limit. you'd just need to recompile it every time a new feature you want comes out.


To be fair, I have yet to use the multiplayer option (haven't known anyone else who has the game to play against!).

However, getting a custom .exe just for myself seems the height of arragance, to me.

Of course, once certain turret issuses are sorted, then I might change my mind...