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Hardpoints for making a base dockable?

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Post Thu Oct 14, 2004 6:25 pm

Hardpoints for making a base dockable?

Just what the title says. I did a search or 4 on this topic, but couldn't find what i was after. I want to put a custom base in FL, but i need to know the hardpoints to put in the model for it all to work and so that players can dock...So if anyone knows, please let ME know

Thanks in advance!



Post Thu Oct 14, 2004 6:42 pm

baene, I my self am new to working with hard points, but a question to you. When you create a hard point for a wep, do the types of points vary? Or the different ones that are on a ship, vary? I was looking at a base in the game and run accross the below. I have looked through the forus as well for changing what is mounted to A Hp, but have not found any thing. Was an idea though.


[Object
nickname = AH01_01_dock_ring
ids_name = 459224
archetype = dock_ring
ids_info = 66141
behavior = NOTHING
pilot = pilot_solar_easy
dock_with = AH01_01_Base
pos = 147, 0, -3546
rotate = 0, 177, 0
reputation = ac_bor_grp
difficulty_level = 1
space_costume = rh_alaric_head, pi_pirate6_body
voice = atc_leg_m01
reputation = ac_bor_grp

Edited by - Finalday on 10/14/2004 7:43:00 PM

Post Thu Oct 14, 2004 8:54 pm

can only tell you what i would have done:

grab a station cmp, open it in utf-edit and look

just did that quickly for the prison, also looked up the docking points in solararch.ini:

all fixed HPs:
HpDockCamA - position of docking camera - view is centered on ship
HpDockMountA - berth
HpDockMountB - moor_medium
HpDockMountC - moor_medium
HpDockMountD - moor_large
HpDockPointA01 - start of docking sequence for HpDockMountA
HpDockPointA02 - end of docking sequence for HpDockMountA
HpDockPointB01 - same for B
HpDockPointB02
HpDockPointC01
HpDockPointC02
HpDockPointD01
HpDockPointD02
HpLaunchCamA - launch camera

i think this should be enough to set up a base. let me know if it worked (and show us pics )
Fjord

---------------------------------
Infinity TC Mod Leading Developer

Post Fri Oct 15, 2004 2:38 am

Well I have something to add:
HpDockPoint#01 and HpDockPOint#02 is actually the points you "walking" thru when you docking or leaving the base.
When you docking, first you access HpDockPointA02 then HpDockPointA01 and the ship will disappear on HpDockMountA and vice versa when leaving the base (ship will appear on HpDockMountA then bla bla bla)

All berth points must have HpDockCam# and HpLaunchCam#.

Pay VERY big attention to all Hp;Mounts,Points,Cameras orientation.

Hope this help

Silvik

Post Fri Oct 15, 2004 3:21 am

well others have given all necessary information i think ..

if you may want to look at an existing custom base, just download my "dockable Hispania" mod ..

greetz

Post Fri Oct 15, 2004 3:16 pm

Thanks guys, the info is much appreciated! Yeah, i was tired lol, should have used the darn UTF viewer But hey, i got what i wanted, and now it's here in case someone else comes looking!



Post Sun Oct 17, 2004 7:02 am

I would highly suggest the Hardpoint Editor by Louva, it is SO much easier to do hardpoints.

Post Sun Oct 17, 2004 11:59 pm

@Wasabe - the Hardpoint Editor is a nice tool, but not very helpful when you working with large(huge) models. You can't move (only rotate) the model - well that's is biggest problem. For small models - it's rocks.

Post Mon Oct 18, 2004 12:13 am

you can move the view, read the readme
but tis true that the hardpoint markers become very small to invisible when working with very large objects where you have to zoom out far to see it.

Fjord

---------------------------------
Infinity TC Mod Leading Developer

Post Mon Oct 18, 2004 11:33 am

It's true that some of the big models are hard to manipulate in Hardpoint editor, but at least you can get a visual idea of where the hardpoints are. Plus, it takes mere seconds to add new harpoints and change the coordinates and orientation. I've got it down to where I can turn any object into a dockable base in less than 10 minutes.

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