Quote:
Originally Posted by Racerboy
I haven't looked into adding more crew to the interior yet, I was concentrating on adding more crew to the Turm. This appears to be a hardcoded thing also (I'll look into the .exe file and verify for sure). I say this because there are 5 crew 'positions' that the game recognizes for the bridge:
- DMY_Soclu_POS_NE (rain version is DMY_Soclu_POSR_NE)
- DMY_Soclu_POS_NW (rain version is DMY_Soclu_POSR_NW)
- DMY_Soclu_POS_SE (rain version is DMY_Soclu_POSR_SE)
- DMY_Soclu_POS_SW (rain version is DMY_Soclu_POSR_SW)
- DMY_Soclu_UZO (rain version is DMY_Soclu_UZOR)
I tried adding another crewmember, DMY_Soclu_POS__S (rain version DMY_Soclu_POS__S) and he wouldn't render in game. So to see if the game was going by the names of the crewmembers I removed the original DMY_Soclu_POS_SW (leaving DMY_Soclu_POS__S in) and fired up the game. Still no new crewmember - my thinking was that it would only render 5 crewmembers. So I changed the name of DMY_Soclu_POS__S to DMY_Soclu_POS_SW. Result:
so the game goes by the name of the bridge crew for rendering. Since it only recognizes 5 names it's going to be tough getting crew added that is controlled by the StateMachineCtl. I imagine the same thing goes for the interior crew. I'll check it out also. The key is controlled by the StateMachineCtl.
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Welcome.
So You only changed place for watchman. I know. You done something more, but effect is the same. This is possible in S3D. For this we must only change standing place for bots by move the nodes for each of them in new place.
As to the more number crewman in the interior. Game has limitet number of animations for bots. For more number of crewman in the interior we can do two things:
1. Copy the some bots [the same animation] - but what for?
2. Create a new animation for new bot - but is this possible?
And create a large number new commands for new standing place of the crewman.

And if these all operations depending on hard code, we can say: farewell.
But who knows. Maybe someone do this?