Possible to adjust gunnery model position?

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Possible to adjust gunnery model position?

Prime
Cadet 2nd Class
Posts: 54
Joined: Sun Jul 16, 2006 11:01 pm

Post by Prime » Sun Dec 15, 2019 3:58 pm

I am trying to make the Ebon Hawk model flyable and it comes with its own gunnery model. Everything is fine with this model but it means that the gunnery spots for the other transports are invisible, as it seems because the Ebon Hawk gunnery model is misaligned for these. Vice versa if I use the default gunnery model, it is misaligned for the Ebon Hawk. I played around a bit with MXvTED and the gunnery hardpoint X/Y/Z coordinates but they didn't seem to have an effect.

Is there a way to modify the gunnery model position, or is there a way to have different gunnery models for different ships. I didn't see anything in the hook documentation but maybe I missed it.

JeremyaFr
Lieutenant Commander
XWAU Member
Posts: 1796
Joined: Mon Jan 18, 2010 5:52 pm
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Post by JeremyaFr » Sun Dec 15, 2019 4:14 pm

Hello,

You can have a look at the mission objects hook.
# crafts turrets
The craft turrets are no longer limited to CorellianTransport2, MilleniumFalcon2, and FamilyTransport. You can now enable turrets for any craft.

Suppose that the player craft is "FlightModels\[Player].opt".

The possible involved files are:
- "FlightModels\[Player]Gunner.opt"
- "FlightModels\[Player]Gunner2.opt"
- "FlightModels\CorellianTransportGunner.opt"

To define a custom gunner opt, create a "[Player]Gunner.opt" file.
To define a second custom gunner opt, create a "[Player]Gunner2.opt" file.
For the Hawk, you can rename "corelliantransportgunner.opt" to "HawkGunner.opt".

Prime
Cadet 2nd Class
Posts: 54
Joined: Sun Jul 16, 2006 11:01 pm

Post by Prime » Sun Dec 15, 2019 9:29 pm

Thanks for pointing that out, Jeremy. Cheers!

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