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Re: Hooks

Posted: Sun Sep 15, 2019 6:01 pm
by JaggedFel
I've added the ability to edit mission-specific hook settings to YOGEME (Backdrops, Engine Sounds, Hangars, Mission Objects, and Mission Tie) under the "Tools" menu. It will need to detect both the XWA installation and the individual hook DLLs. It can read from the old individual TXT files (but only from the Mission directory) as well as the current [Mission].ini, but it will always write back out to the INI and clean out the old TXTs in the process.

Re: Hooks

Posted: Tue Oct 08, 2019 10:40 pm
by Driftwood
Okay, so this is a super low priority inquiry to lead off, but I was thinking that for ships that have say two turrets but in non-identical forms, is there a way to call a different Shipnamegunner.opt dependent on position 1, or position 2 independently?

I came to the realization on debating how to implement a ship like the K-wing, with two different gun turret styles to have both playable from the interior gunner perspective, that there's no way to do it as it stands.
Obviously I could pick and choose which one is playable, and which one isn't. Though I'm not sure if there aren't any other technical issues having one turret playable and one auto-turret.

I'd also still like to see a hook to swap the joystick Yaw, and Joystick Roll axis so it functions as it technically should given how actual rudder/stick inputs function on real aircraft.

Also, is there a way to orient an engine glow projection any other direction than rearward? Say up, down, or forwards?

Re: Hooks

Posted: Tue Oct 08, 2019 11:08 pm
by Darksaber
Driftwood wrote:
Tue Oct 08, 2019 10:40 pm
Also, is there a way to orient an engine glow projection any other direction than rearward? Say up, down, or forwards?
Yes in Optech

Re: Hooks

Posted: Wed Oct 09, 2019 12:41 am
by keiranhalcyon7
Driftwood wrote:
Tue Oct 08, 2019 10:40 pm
I'd also still like to see a hook to swap the joystick Yaw, and Joystick Roll axis so it functions as it technically should given how actual rudder/stick inputs function on real aircraft.
Have you tried something like Joystick Gremlin to swap the axes upstream of XWA?
Also, is there a way to orient an engine glow projection any other direction than rearward? Say up, down, or forwards?
The Mobquet is a prominent example.

Re: Hooks

Posted: Thu Oct 10, 2019 4:50 pm
by JeremyaFr
UPDATE
Hello,
I've updated the mission objects hook. You can now define a second gunner opt.

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.
Driftwood wrote:
Tue Oct 08, 2019 10:40 pm
Okay, so this is a super low priority inquiry to lead off, but I was thinking that for ships that have say two turrets but in non-identical forms, is there a way to call a different Shipnamegunner.opt dependent on position 1, or position 2 independently?
done
Name the second gunner "Shipnamegunner2.opt".

Re: Hooks

Posted: Thu Oct 10, 2019 10:33 pm
by Driftwood
Wow, thanks!

DS: Interesting, makes sense given the Mobequator as mentioned and the fact optech was used to develop that ship. Guess it still has some plus sides function wise over opt editor.

Re: Hooks

Posted: Sat Oct 12, 2019 1:29 pm
by DarHan
Hey. I was just wondering, would it be difficult to modify the speed at which ship enter or leave hyperspace? I’ve always felt the speeds used in-game were a bit low: especially with large ships, XWA hyperspace jumps look (to me) noticeably slower than on-screen OT jumps, and blatantly slower than in the Prequels and later media.

Re: Hooks

Posted: Sun Oct 13, 2019 12:42 am
by ual002
DarHan wrote:
Sat Oct 12, 2019 1:29 pm
Hey. I was just wondering, would it be difficult to modify the speed at which ship enter or leave hyperspace? I’ve always felt the speeds used in-game were a bit low: especially with large ships, XWA hyperspace jumps look (to me) noticeably slower than on-screen OT jumps, and blatantly slower than in the Prequels and later media.
I usually don't agree with unnecessary cosmetic style changes, but in this case, I fully agree, especially about the large ships. Mostly that the large ships arriving from hyperspace don't have that snap.. sorry I have no better way to explain.