Custom Hangars

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Re: Custom Hangars

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Driftwood
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Post by Driftwood » Sat May 26, 2018 1:18 am

That was fast, thanks Jeremya.

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DTM
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Post by DTM » Mon Sep 03, 2018 4:59 pm

In these days in the xwaup private forum, we are putting a strain on JeremyFr's patience. I can not say in short, how many wonderful things we are experiencing thanks to Jeremy, but I think everyone will soon want to thank him ...

Now I have a question, which maybe will distract Jeremy from his extraordinary work, but maybe the answer is simpler than what I think ... or maybe it's simply impossible ...

Some custom hangars are too small for the Shuttle's landing and for the movement of the droids around the player's ship. Replacing the opt of these objects with invisible cubes is not the best solution ... just think that if the shuttle is loaded in the mission, the trick does not work. Also some cameras follow the droids, which cross the walls ...

How to solve this problem? One way would be to be able to load the specifications of the family hangar for any mission, as they are in the first missions of the game: no shuttle and no droid wagging ... :roll: ???

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Driftwood
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Post by Driftwood » Mon Sep 03, 2018 7:13 pm

I've generally just resized the custom hangar interiors to match the calamari hangar internal dimensions if they are too small, unless it's obviously impossible to fit the shuttle due to the exterior dimensions, then I just use a blank opt or smaller ship to replace the shuttle opt and/or crane, for that hangar. Obviously this is generally my preferred gameplay function and aesthetic vs "realism" design choice.

I'm not sure more automization is the answer in this case. Doesn't everything use the default hangar if a custom one is not defined?

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Post by JeremyaFr » Fri Sep 14, 2018 6:08 pm

UPDATE

Hello,
I've updated the hangars hook.
You can now disable the shuttle and droids loading.

In "HangarObjects.txt":
To not load the shuttle, set "LoadShuttle = 0".
To not load the droids, set "LoadDroids = 0".

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Driftwood
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Post by Driftwood » Fri Sep 14, 2018 11:11 pm

Thank you!

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Post by Bman » Sat Sep 15, 2018 1:41 am

Wow, very nice. Thank you Jeremy!

On the flip side,
1) Is it possible to have more than one instance of the Shuttle (or other substitute craft) launching and returning to hangar concurrently and/or independently?
2) And perhaps with different delayed times via a .cfg or .txt file?
3) Could the vector path of the Shuttle (or other substituted craft) be altered other than heading out and then exiting only to the right side of the hangar? :-)
Last edited by Bman on Sat Sep 15, 2018 5:25 pm, edited 1 time in total.
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Post by Darksaber » Sat Sep 15, 2018 3:45 pm

JeremyaFr wrote:
Fri Sep 14, 2018 6:08 pm
UPDATE

Hello,
I've updated the hangars hook.
You can now disable the shuttle and droids loading.

In "HangarObjects.txt":
To not load the shuttle, set "LoadShuttle = 0".
To not load the droids, set "LoadDroids = 0".
Slight problem with disabling the shuttle, you still hear the "Shuttle Departing" sound and he sound of the Shuttle taking off and landing. :(
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
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Post by JeremyaFr » Sat Sep 15, 2018 4:25 pm

Darksaber wrote:
Sat Sep 15, 2018 3:45 pm
Slight problem with disabling the shuttle, you still hear the "Shuttle Departing" sound and he sound of the Shuttle taking off and landing. :(
I think I've fixed that.

Please redownload xwa_hook_hangars.zip

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Post by Darksaber » Sat Sep 15, 2018 5:51 pm

Yep, I can confirm you've fixed it, well done mate :)
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
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DTM
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Post by DTM » Sun Sep 16, 2018 9:09 pm

There is a problem with the "LoadShuttle = 0" option: if you get killed on the mission, the game crashes. Probably because there is no shuttle to use to return to the hangar … ;(

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Post by JeremyaFr » Mon Sep 17, 2018 6:32 pm

In my testings (mission B4M5), the camera looks a bit odd (this can be fixed) but no crash. Can you attach a crash report please?

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Post by DTM » Wed Sep 19, 2018 3:53 pm

Ok! I did a bit of testing and I understood why in my mission the game crashes when I die:
In HangarObjects.txt I've set both

"LoadShuttle=0"
AND
FlightModels\Shuttle.opt = MyWhateverNameIChoose.opt 

If I remove the second line fron the txt file, the game does not crush!

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Post by JeremyaFr » Wed Sep 19, 2018 5:08 pm

UPDATE
I've added an option to modify the Shuttle model index.

In "HangarObjects.txt":
To set the shuttle model index, set "ShuttleModelIndex = value". value is an integer. The default value is 50 (Shuttle).

Please redownload xwa_hook_hangars.zip

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Post by DTM » Wed Sep 19, 2018 5:29 pm

So is it possible to choose any vehicle, which lands and takes off with working S-foils, instead of the shuttle? Fantastic!

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Post by Darksaber » Wed Sep 19, 2018 9:58 pm

Good jobs I saw this
“You can please some of the people all of the time, you can please all of the people some of the time, but you can’t please all of the people all of the time”.”
- John Lydgate

Good Things Come To Those Who Wait....
Darksaber's X-Wing Station

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JeremyaFr
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Post by JeremyaFr » Thu Sep 20, 2018 5:05 pm

DTM wrote:
Wed Sep 19, 2018 5:29 pm
So is it possible to choose any vehicle, which lands and takes off with working S-foils, instead of the shuttle? Fantastic!
Hello,
For working S-Foils, it required to update the s-foils hook.

UPDATE
I've updated the s-foils hook for the Shuttle S-Foils (or any replaced craft) in the hangar.

Please redownload xwa_hook_sfoils.zip

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JeremyaFr
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Post by JeremyaFr » Thu Sep 27, 2018 4:58 pm

TEST
link removed

Hello,
You can now set a different hangar for the departure and arrival craft.

You can see which hangar is loaded by using DebugView.
Last edited by JeremyaFr on Sat Oct 20, 2018 3:36 pm, edited 8 times in total.

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Post by Bman » Fri Sep 28, 2018 2:51 am

.
Last edited by Bman on Sun Sep 30, 2018 2:56 am, edited 1 time in total.
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JeremyaFr
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Post by JeremyaFr » Fri Sep 28, 2018 5:08 pm

Hello,
I've fixed a bug in the test hook.

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Post by Bman » Sun Sep 30, 2018 3:19 am

.
Last edited by Bman on Fri Oct 05, 2018 2:27 am, edited 2 times in total.
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Post by JeremyaFr » Tue Oct 02, 2018 12:15 pm

Hello,
I've updated the test hook.
The previous code doesn't work. I think it is better now.
Please redownload the test hook.

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Post by Bman » Fri Oct 05, 2018 2:38 am

.
Last edited by Bman on Mon Oct 08, 2018 3:51 am, edited 1 time in total.
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Post by JeremyaFr » Fri Oct 05, 2018 6:23 pm

The game engine loads the hangar opt only once at mission startup. To make multiple hangars to work, I need to find a way to reload the hangar opt each time the player enter a hangar.

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Post by JeremyaFr » Sun Oct 07, 2018 1:41 pm

Hello,
I've found how to reload the hangar opt.

Please redownload the test hook.

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Driftwood
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Post by Driftwood » Sun Oct 07, 2018 4:16 pm

So now we can have multiple hangars? As in more than two In a mission? Or, does this just remove the limit of 1 hangar total if you chose a mothership other than azzameen station and default hangar?

It would be interesting, though likely impossible to be able to define player arrival/departure ships beyond the primary and alternate means in allied. If it was possible I dunno how mission scripting would detect that a player craft "flew home" to rearm and reload then kick on to the next order/objective to prompt landing and relaunching.

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