Resizing ships 16 replies

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Kaptain Kai

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5th May 2003

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#11 16 years ago

any luck so far?




mldaalder

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22nd October 2002

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#12 16 years ago

Not yet, I still need a (working) place to get it into the system.




Kaptain Kai

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#13 16 years ago

So if I'm understanding correctly, it's a function that happens when the ships and system (planets, asteriods,etc) are being loaded for a game. So instead of manipulating the individual ship scripts, you edit the "creation" (I guess it's the system generation) script globally that holds those varables, and make an outside script that has access to them in order to specify a scale for the specific ship name (or model name as you said earlier). So when the "creation" script kicks in, it takes the functions and varibles from the outside script to generate the size of ships and planets in the system.

Am I close?




mldaalder

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#14 16 years ago

Well you got it almost right, if this works you won't need to change the model files (the .nif files) but you would need to create a single file with some data in it.

For the rest your right about the workings, it also happens (if the ship is to big) when you dock.




Kaptain Kai

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#15 16 years ago

Is it also the same script for when you warp? It looks like it's taking the ship and scaling it on 1 axis to make it stretch.




mldaalder

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#16 16 years ago

Hmmm...

I didn't knew it was a scripted event (the stretching stuff that is), I thoughed it was a hardcoded thing. I'll see into it. Maybe that is the solution, because I think I have the correct place to put it for QuickBattle. But it gave errors (it started, but didn't changed the ships (although the tractor beam was diffrent in a way, but that can't be my script), the region wouldn't change and the AI wouldn't kick in).




Kaptain Kai

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#17 16 years ago

I had been talking to someone before about resizing ships and that's where he was trying to get the code from. From what I know he never figured out how to get it to work.




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