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Old 07-08-07, 01:55 PM   #4
haegemon
Medic
 
Join Date: May 2007
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Quote:
Originally Posted by Dornep
Thanks for the quick reply and the useful info.

I'm thinking that for testing purposes I will use a merchant to keep things as simple as possible. A question on the interiors, would it be possible to use the meshes and interiors from an existing sub temporarily?
Yes, you should. The interiors are asigned to the submarine through the cfg file, and configured through the Unitparts.* files (Data\UPCData\UPCUnitsData), and the *.upc file. Note that interiors like the submarines also have cam, zon, sim, etc files to control its features.

Quote:
Originally Posted by Dornep
Also I'm guessing you can only have two working guns from what I've gathered so far.. Unless it would be possible to add another menu button for extra gun positions. I read in another thread that there was a SH3 mod that slaved the second deck gun to the target of the first deck gun... Does anyone know if this would be possible in SH4? If so then you could have one main gun position and one AA gun position with all the others slaved to the same target... theoretically:hmm:
Nop, you can have more than 2 weapons, since a sub could have the deck gun, and also more than one anti-aircraft. I've seen 3 anti-aircraft guns as much in a submarine. But as everything it depends on the amount of nodes coded within the dat file. About the mod you say, I don't know....but the gun stations are AI controlled when you're not in manual control of them. If you're are thinking in the main weapons of a Battleship, I supose the targertting sistem is linked to the UZO in the Menu folders, but I'm not sure about it. Somebody more experienced with GUI themes can answer better.
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