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Re: Custom Hangars

Posted: Sat May 26, 2018 1:18 am
by Driftwood
That was fast, thanks Jeremya.

Re: Custom Hangars

Posted: Mon Sep 03, 2018 4:59 pm
by DTM
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: ???

Re: Custom Hangars

Posted: Mon Sep 03, 2018 7:13 pm
by Driftwood
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?

Re: Custom Hangars

Posted: Fri Sep 14, 2018 6:08 pm
by JeremyaFr
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".

Re: Custom Hangars

Posted: Fri Sep 14, 2018 11:11 pm
by Driftwood
Thank you!

Re: Custom Hangars

Posted: Sat Sep 15, 2018 1:41 am
by Bman
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? :-)

Re: Custom Hangars

Posted: Sat Sep 15, 2018 3:45 pm
by Darksaber
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. :(

Re: Custom Hangars

Posted: Sat Sep 15, 2018 4:25 pm
by JeremyaFr
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

Re: Custom Hangars

Posted: Sat Sep 15, 2018 5:51 pm
by Darksaber
Yep, I can confirm you've fixed it, well done mate :)

Re: Custom Hangars

Posted: Sun Sep 16, 2018 9:09 pm
by DTM
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 … ;(

Re: Custom Hangars

Posted: Mon Sep 17, 2018 6:32 pm
by JeremyaFr
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?

Re: Custom Hangars

Posted: Wed Sep 19, 2018 3:53 pm
by DTM
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!

Re: Custom Hangars

Posted: Wed Sep 19, 2018 5:08 pm
by JeremyaFr
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

Re: Custom Hangars

Posted: Wed Sep 19, 2018 5:29 pm
by DTM
So is it possible to choose any vehicle, which lands and takes off with working S-foils, instead of the shuttle? Fantastic!

Re: Custom Hangars

Posted: Wed Sep 19, 2018 9:58 pm
by Darksaber
Good jobs I saw this

Re: Custom Hangars

Posted: Thu Sep 20, 2018 5:05 pm
by JeremyaFr
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

Re: Custom Hangars

Posted: Thu Sep 27, 2018 4:58 pm
by JeremyaFr
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.

Posted: Fri Sep 28, 2018 2:51 am
by Bman
.

Re: Custom Hangars

Posted: Fri Sep 28, 2018 5:08 pm
by JeremyaFr
Hello,
I've fixed a bug in the test hook.

Posted: Sun Sep 30, 2018 3:19 am
by Bman
.

Re: Custom Hangars

Posted: Tue Oct 02, 2018 12:15 pm
by JeremyaFr
Hello,
I've updated the test hook.
The previous code doesn't work. I think it is better now.
Please redownload the test hook.

Posted: Fri Oct 05, 2018 2:38 am
by Bman
.

Re: Custom Hangars

Posted: Fri Oct 05, 2018 6:23 pm
by JeremyaFr
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.

Re: Custom Hangars

Posted: Sun Oct 07, 2018 1:41 pm
by JeremyaFr
Hello,
I've found how to reload the hangar opt.

Please redownload the test hook.

Re: Custom Hangars

Posted: Sun Oct 07, 2018 4:16 pm
by Driftwood
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.