Armor hardpoints
Ok, I'm not asking how to make armor upgrades buyable - I've already done that. So please dont tell me to read any of those tutorials.
What I'm wondering is, now that I have done that and have those in my mod; are they actually doing anything when you buy one? Do you need to add a new hardpoint type to the shiparch.ini to let the game know that that piece of equipment is affecting the ship?
Take for example, these entries from the loadout_special.ini:
[Loadout
nickname = or_osiris
archetype = or_osiris
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_lb_engine_01
equip = sfx_rumble_battleship
equip = cloak_osiris, HpCloak01
equip = li_battleship_turret01, HpTurret_O1_01
equip = li_battleship_turret02, HpTurret_O2_01
equip = li_battleship_turret03, HpTurret_O3_01
equip = li_battleship_turret03, HpTurret_O3_02
equip = li_battleship_turret04, HpTurret_O4_01
equip = li_battleship_turret04, HpTurret_O4_02
equip = li_battleship_turret04, HpTurret_O4_03
equip = li_battleship_turret04, HpTurret_O4_04
Here we see the Osiris, with it's cloaking device. And it seems to be saying that that piece of equipment goes on a hardpoint called HpCloak01. Sounds good to me.
[Loadout
nickname = rh_battleship
archetype = rh_battleship
equip = infinite_power
equip = ge_s_scanner_02
equip = sfx_rumble_battleship
equip = rh_battleship_turret01, HpTurret_R1_01
equip = rh_battleship_turret01, HpTurret_R1_02
equip = rh_battleship_turret01, HpTurret_R1_03
equip = rh_battleship_turret01, HpTurret_R1_04
equip = rh_battleship_turret02, HpTurret_R2_01
equip = rh_battleship_turret02, HpTurret_R2_02
equip = rh_battleship_turret02, HpTurret_R2_03
equip = rh_battleship_turret02, HpTurret_R2_04
equip = rh_battleship_turret03, HpTurret_R3_01
equip = rh_battleship_turret03, HpTurret_R3_02
equip = rh_battleship_turret03, HpTurret_R3_03
equip = rh_battleship_turret03, HpTurret_R3_04
equip = rh_battleship_turret03, HpTurret_R3_05
equip = rh_battleship_turret03, HpTurret_R3_06
equip = rh_battleship_turret04, HpTurret_R4_01
equip = rh_battleship_flak_turret01, HpTurret_R4_02
equip = rh_battleship_flak_turret01, HpTurret_R4_03
equip = rh_battleship_turret04, HpTurret_R4_04
equip = rh_battleship_turret04, HpTurret_R4_05
equip = rh_battleship_turret04, HpTurret_R4_06
equip = rh_battleship_turret04, HpTurret_R4_07
equip = ge_rb_engine_01
equip = armor_scale_0
equip = SlowLargeYellow, HpRunningLight03
equip = SlowLargeYellow, HpRunningLight04
equip = SlowLargeYellow, HpRunningLight08
equip = SlowLargeYellow, HpRunningLight07
equip = SlowLargeYellow, HpRunningLight05
Here we have the Rheinland battleship, and it has an armor scale 'equipment'. But it doesnt designate a hardpoint for it (not that it's relevant in this case since the scale is 0), but you see what I mean.
So, does this mean armor upgrades dont require a hardpoint and they automatically know to apply their effect to the ship hull - I guess since they are category = equipment? Or do we need to add equip = armor_scale_0 to all ship loadouts in order for the upgrade items to work?
Edited by - Rathelon on 8/4/2004 1:37:42 PM
What I'm wondering is, now that I have done that and have those in my mod; are they actually doing anything when you buy one? Do you need to add a new hardpoint type to the shiparch.ini to let the game know that that piece of equipment is affecting the ship?
Take for example, these entries from the loadout_special.ini:
[Loadout
nickname = or_osiris
archetype = or_osiris
equip = infinite_power
equip = ge_s_scanner_02
equip = ge_s_tractor_01
equip = ge_lb_engine_01
equip = sfx_rumble_battleship
equip = cloak_osiris, HpCloak01
equip = li_battleship_turret01, HpTurret_O1_01
equip = li_battleship_turret02, HpTurret_O2_01
equip = li_battleship_turret03, HpTurret_O3_01
equip = li_battleship_turret03, HpTurret_O3_02
equip = li_battleship_turret04, HpTurret_O4_01
equip = li_battleship_turret04, HpTurret_O4_02
equip = li_battleship_turret04, HpTurret_O4_03
equip = li_battleship_turret04, HpTurret_O4_04
Here we see the Osiris, with it's cloaking device. And it seems to be saying that that piece of equipment goes on a hardpoint called HpCloak01. Sounds good to me.
[Loadout
nickname = rh_battleship
archetype = rh_battleship
equip = infinite_power
equip = ge_s_scanner_02
equip = sfx_rumble_battleship
equip = rh_battleship_turret01, HpTurret_R1_01
equip = rh_battleship_turret01, HpTurret_R1_02
equip = rh_battleship_turret01, HpTurret_R1_03
equip = rh_battleship_turret01, HpTurret_R1_04
equip = rh_battleship_turret02, HpTurret_R2_01
equip = rh_battleship_turret02, HpTurret_R2_02
equip = rh_battleship_turret02, HpTurret_R2_03
equip = rh_battleship_turret02, HpTurret_R2_04
equip = rh_battleship_turret03, HpTurret_R3_01
equip = rh_battleship_turret03, HpTurret_R3_02
equip = rh_battleship_turret03, HpTurret_R3_03
equip = rh_battleship_turret03, HpTurret_R3_04
equip = rh_battleship_turret03, HpTurret_R3_05
equip = rh_battleship_turret03, HpTurret_R3_06
equip = rh_battleship_turret04, HpTurret_R4_01
equip = rh_battleship_flak_turret01, HpTurret_R4_02
equip = rh_battleship_flak_turret01, HpTurret_R4_03
equip = rh_battleship_turret04, HpTurret_R4_04
equip = rh_battleship_turret04, HpTurret_R4_05
equip = rh_battleship_turret04, HpTurret_R4_06
equip = rh_battleship_turret04, HpTurret_R4_07
equip = ge_rb_engine_01
equip = armor_scale_0
equip = SlowLargeYellow, HpRunningLight03
equip = SlowLargeYellow, HpRunningLight04
equip = SlowLargeYellow, HpRunningLight08
equip = SlowLargeYellow, HpRunningLight07
equip = SlowLargeYellow, HpRunningLight05
Here we have the Rheinland battleship, and it has an armor scale 'equipment'. But it doesnt designate a hardpoint for it (not that it's relevant in this case since the scale is 0), but you see what I mean.
So, does this mean armor upgrades dont require a hardpoint and they automatically know to apply their effect to the ship hull - I guess since they are category = equipment? Or do we need to add equip = armor_scale_0 to all ship loadouts in order for the upgrade items to work?
Edited by - Rathelon on 8/4/2004 1:37:42 PM