Shipyards -1 reply

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Kophjaeger

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6th February 2009

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#1 8 years ago

Hello all, I was wondering if anyone knows what needs to go into making a shipyard. I can make starbases all day long, so what does one need to turn one into a shipyard that you can dock with? Hardpoints? If so, do they need to be directional like weapons? Where would they be placed? Odf wise, what needs to be added?




tj_hawk

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#2 8 years ago

are you planning to add weapons to a shipyard and make it playable?




Kophjaeger

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#3 8 years ago

Possibly, something DS9 like. I have looked at the existing ones, and they refer to shipyards.odf, and say canundock = 1, but there is no reference to where they dock from.




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#4 8 years ago

Hardpoint properly placed in the model. It is directional I believe and should determine what direction the ship flys in and out and stops at. Never did it so I don"t know the specifics.

The hardpoint might be "dock", but not sure. You can check one of the stock shipyard m3d files in a hex editor and look through it and see it in there somewhere in there.

You can't make the stock DS9 model a dockable shipyard, as the m3d doesn't contain the required hardpoint.

I believe they have made docks for Armada and I would expect the process to be the same for the most part. I just believe it's a single hardpoint with a specific name, placed properly pointing the proper direction. We have a number of new shipyards in UU, as well as a DS9 model that can be docked with on one of it's upper docking pylons. I didn't make any of them, they were made by Starknight(Grunt) and Nix did the DS9, I don't know if anyone else has made any new dockable yards or stations since.




Kophjaeger

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#5 8 years ago

Thanks a lot. I got ahold of them and they confirmed that. I didnt think about looking in the hex editor, but thats good to think that way too. I wish I could figure a way to adjust the aproach and departure length and course, but that may just be hard wired into the game.




tj_hawk

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#6 8 years ago

i was working one but could never to get it to work right in beta




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#7 8 years ago
Kophjaeger;5357450Thanks a lot. I got ahold of them and they confirmed that. I didnt think about looking in the hex editor, but thats good to think that way too. I wish I could figure a way to adjust the aproach and departure length and course, but that may just be hard wired into the game.

Ya the approach and departure are most likely hardcoded. It does go out a good ways past the "collision spheres". I'm sure for one because the AI has to handle it and it's can't be asked to do anything to hard as far as maneuvering..

I think if your perfectly lined up to the path and tell it to dock you can start from that closer point, but it's hard to hit.. Been years since I tried it. Kind of like trying to manually fly into a wormhole (without mission scripting enhancements), it can be done but man is it ever a pain.