Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: LoneKnight on February 02, 2012, 12:28:13 pm
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This is a concept stemming from a multiplayer project I have been writing up. How feasible is it to add models to a ship, that could then function, such as turrets or more engines?
The idea is for an upgrade system where you could purchase upgrades for bigger engines or turret defenses, and they could appear on your hull and function. Buying or upgrading better weapons is easily changeable, but actual hull upgrades could be a whole different beast.
Of course, you could always cheat and do a model swap, but that would require a model for every combination of ship/upgrade possibility. Any thoughts?
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Flying around with docked objects may affect flight performance.
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Submodels, probably. It should be possible to destroy all non-purchased submodels on the beginning of the mission, but dunno how, haven't touched FRED in years. Engines should scale themselves and you can easily alter HP or shields.
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Kobrar44's solution should do it. but the support ship could potentially break the system by repairing all destroyed subsystems
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Kobrar44's solution should do it. but the support ship could potentially break the system by repairing all destroyed subsystems
Can't you control what subsystems (and the ceiling) a repair ship can fix?
There could always be a script added to force support ships to only restore certain subsystems and secondary banks?
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Yeah, just going to reiterate - the docking code in FSO is horrible. It's certainly better than it was (yay multidocking!) but still, the engine just does not enderstand the physics of docked ships very well/at all. Submodels are the only way to do something like this.
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Is there a SEX-PEE to hide/show-subobject?
Always-true? If not, can has plox?
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Kobrar44's solution should do it. but the support ship could potentially break the system by repairing all destroyed subsystems
Just plan your gameplay not to include a support ship at all. A lot of mods done that, for example WoD doesn't let you rearm except on a carrier (where it's SEXPed).
Not to mention all "themed" TCs, like TBP (though the support ship can be used, it's seldom enabled), BTRL and (AFAIK) Diaspora.
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Kobrar44's solution should do it. but the support ship could potentially break the system by repairing all destroyed subsystems
Just plan your gameplay not to include a support ship at all. A lot of mods done that, for example WoD doesn't let you rearm except on a carrier (where it's SEXPed).
Not to mention all "themed" TCs, like TBP (though the support ship can be used, it's seldom enabled), BTRL and (AFAIK) Diaspora.
im not saying you have to use support ship just pointing out that using the support ship in mission will throw a spanner in the works if you are not careful as i think its a factor easily overlooked :P
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I'd like to point out the celestal fighter and it's "parts" from WOD2. Obviously spoon gave that topic a thought before...
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It's currently using whole model replacement, with only one part being interchangeable (as of now).
In fact, you could use external weapons code for a lot of things, with whole model replacement for swapping between a version with more missile banks or more guns.
Secondary or primary bank mounted shield, ammo rack or repair system are perfectly doable, as you'll see in WiH2.