SUBSIM Radio Room Forums

SUBSIM Radio Room Forums (https://www.subsim.com/radioroom/index.php)
-   SH4 Mods Workshop (https://www.subsim.com/radioroom/forumdisplay.php?f=219)
-   -   Help with Nodes (https://www.subsim.com/radioroom/showthread.php?t=147361)

Von M 01-25-09 04:41 PM

Help with Nodes
 
Hi guys,

I recently downloaded one of the battleship mods and was wanting to change the position of the player usable AA guns for fun. I have Silent 3ditor and can see all the nodes that "slot_A01_xxxxxx" which is currently using cfg#A01 and 2 and I would like to change them use to cfg#7 and 8.

How do I go about changing this, can Silent 3ditor do this by itself or do I need another program as a 'companion'?

As a test, in the cpgge file I changed the node that the guns belonged to and the port gun was user selectable but the starboard was not.

example:

[UserPlayerUnit 1.Compartment 9.WeaponSlot 1]
ID= CTBackAA
NameDisplayable= Aft AA Mount
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL
ExternalNodeName3D= A07 <----------------------CHANGED THIS AND IT WORKED
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= 44

[UserPlayerUnit 1.Compartment 10.WeaponSlot 1]
ID= CTForeAA
NameDisplayable= Fore AA Mount
Type=NULL
AcceptedTypes= NULL
UserCustomizable=No
IDLinkBunker= GunsAmmoBunker
IDLinkWeaponIntervalDefault1= NULL, NULL, NULL, NULL
ExternalNodeName3D= A08 <------------------------- THIS DID NOT WORK
ExternalObjectName3D= NULL
ExternalDamageZoneTypeID3D= 44


I think I realize WHAT I need to do...just not HOW to do it.


After a search, I found Mikhayl's post for adding new playable units but it didn't cover the extra steps for what I am wanting to do. I tried additional searches but maybe I'm not inputting the correct terms. If anyone can provide additional documentation or point me in the right direction I would be grateful.


Thanks,

Von M

(P.S. This is for my own messing around, I'm not trying reinvent anyone's wheel/mod as my own, these are great mods and I respect all the time and effort it takes to do them)

polyfiller 01-25-09 05:08 PM

I think you'll need to look at shipname.eqp - compare the entires for the originally manned nodes A01 & A02 and make 07 & 08 the same. Also check the crew entires in the upc or upcge file - the nodename is mentioned in the crew slots location.

Anyhow .... easiest way to do this is transpose the positions of the nodes A01 and A02 sith 07 and 08 in the dat file. This could, depending on the approach used, screw up the damage zone for the player controlled aa guns ... but then again, I've yet to see a surface mod ship where the aa guns stop working when the receive damage.

Von M 01-27-09 08:32 PM

Thanks Polyfiller,

What I ended up doing is switching the parent ids of the respective nodes and it worked since they were all in the same .dat file.


Does anyone know if there is a tutorial on making a surface ship playable? Ive looked through some threads but cant seem to find one comprehensive doc on that specifically.

Also concerning Silent 3ditor, is there a way to select and then export more than one item at a time?


Thanks,

vm

jmardlin 02-12-09 10:54 PM

I would use a playable ship as a guide and copy parts of a subs files to do the upc and cfg files.


All times are GMT -5. The time now is 12:15 PM.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright © 1995- 2025 Subsim®
"Subsim" is a registered trademark, all rights reserved.