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Old 06-26-08, 04:42 AM   #175
keltos01
Silent Hunter
 
Join Date: Feb 2008
Location: Milan Italy
Posts: 4,999
Downloads: 114
Uploads: 18
Default 11th tube

Here's what I've done so far :
I added a new animation in the .dat, positionned it above the others and called it BMM (back middle middle, didn't really know what to call it), I linked the upc 11th tube to the anim :

[UserPlayerUnit 1.Compartment 1.WeaponSlot 3]
ID= TorpMountS3
NameDisplayable= Torpedo Tube 11
Type=NULL
AcceptedTypes= TorpedoTube
UserCustomizable=No
IDLinkBunker=SternTorpedoRoom
IDLinkWeaponIntervalDefault1= NULL, NULL, TorpedoTube21inUS, Mk16Torpedo
ExternalNodeName3D= NULL
ExternalObjectName3D= NSS_Balao_Door02_BMM_anim01
ExternalDamageZoneTypeID3D= 130

here's the .dat :




Here's the .sim :




the bottom part of the . sim window :



0x810ea03ab150c625 is id for node 118 BMM_anim

0xbf94f0be0856d708 is the id for node 128 BMM_anim01

I copied the node using insert .dat function in s3d, then changed its name, then gave it a random id,

is it enough ???

I'd really like that middle stern tube to fire from its real position, and be animated and all ...
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