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Originally Posted by audessy
"The guns for Ships are in the shipname.eqp file with dates."
I tried that. The "A" turret doesn't change. Plus it's really not what I was going for. I wanted to have these upgrades in game at the expense of renown for ease of use of the player.
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You have to keep in mind to make a ship playable you basically make it a sub. A sub's upc file has entries for guns that are on a sub and entries to upgrade those guns. Usually a fore or aft deck gun and up to three flakguns depending on the upc file. And if you look there is a section in the upc file called Funtional Subsystem which also enters into the mix, these are the items that the 'sub' can put on the sub, and have entries in the upc that coincide with them.
To answer the other part of the question, for "ease of use of the player" it would be much easier to make a change in the eqp file by date so all the guns change than to try to make them all a renown purchase. If that is possible, since I never tried it I can't comment on that. And if it did work, there are 34 guns on the Ise.
If by 'A' turret you mean the playable gun, then the entry in the Ship.upc or upcge file will take priority over the entry in the .eqp file. So if you want the same gun, you need to make the change in the upc. And as Vonhesse pointed out there is more to it.
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My next question is there a way that I can disable the "player turret" and allow the ship to use all the same gun data from the library/shipparts file? If possible while still having a gun crew and being able to assign targets?
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The non-playable guns come with a crew to man them, it is part of the gun definition. And assigning targets is as simple as using the binoculars and select the ship you want them to shoot at. And if you want to disable the 'player turret' it must be done in the upc file.
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It appears there's no way I can make every gun use the gun files in library/(ger/us)subparts. I hope someone can prove me wrong though.
If I can overcome this I'm releasing a really fun mod. So far I've done a lot but I'm stuck here. Imagine using a Ise/Fuso and having the Kriegsmarine 11 inch triples on them for commerce raiding.
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The Ise has 34 guns and of that 6 are 14 inch doubles and 14 are 6 inch singles. (the rest are flak guns) I think they can hold their own against "Commerce" without much changing of guns.
I am not trying to discourage you from your project. Just to keep in mind that your 'ship' once it is made playable becomes a sub and you will have to deal with the 'sub' files which are not designed by default to do what you want to do. So there is some work to be done. And you are trying to mix and match Fleet boat guns with Uboat guns, which means some may have to be moved, cloned and renamed and then deal with the fact that they are not in the upgradepacks.upc or the weapons.upc.
Another thing that makes a difference is what sub was used to build the Ise/Fuso that you want to MOD. So there are some missing details to give you a specific answer.
Peabody