Making asteroids flyable.....
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Exploderman
Making asteroids flyable.....
I wanted to know how I could go about this...
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Wadi
RE: Making asteroids flyable.....
That's an interesting concept. I suppose if you could find the model used, you could config it...or XSI a ship that was basically an asteroid...
- Teancum
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RE: Making asteroids flyable.....
That seems really strange. Why would you want a flyable asteroid?
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stealth#a$$a$in{bf2}
RE: Making asteroids flyable.....
Suicide!
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Kyross
RE: Making asteroids flyable.....
Shoo, man. That's brilliant. I'll have to do that.
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Exploderman
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Qdin
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probably not.
the .msh HAS to have some nulls or meshes, and they gotta be named (if you use the Xwing)
hp_active
hp_fire0X
okay? without them, it won't have a place to place the unit, and won't know where to shoot it
another idea, though - is to just open the .msh with the BConstructor for SWBF1, and see what meshes there are in there. That way you can use the Xwing's .odf and where it calls for hp_active, you just let it call for the mesh there are - I think there probably are only one, but I think it'll work. and do the same for the cannon(s).
that's the closest you can get
the .msh HAS to have some nulls or meshes, and they gotta be named (if you use the Xwing)
hp_active
hp_fire0X
okay? without them, it won't have a place to place the unit, and won't know where to shoot it
another idea, though - is to just open the .msh with the BConstructor for SWBF1, and see what meshes there are in there. That way you can use the Xwing's .odf and where it calls for hp_active, you just let it call for the mesh there are - I think there probably are only one, but I think it'll work. and do the same for the cannon(s).
that's the closest you can get
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Exploderman
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Qdin
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Vyse
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This is possible, I did stuff like this before.
You don't have to worry about having a null thats hp_fire etc. because it defaults to the scene root if you don't have those. So, basically your only worry is if the asteriod meshes were not exported with the scene root in the center of them. If there not center you could have the lasers shooting from under or over the asteriod.
There is a line in ODFs called something like Piolet visable =1 just change it to = 0 and the piolet won't show up in game.
You don't have to worry about having a null thats hp_fire etc. because it defaults to the scene root if you don't have those. So, basically your only worry is if the asteriod meshes were not exported with the scene root in the center of them. If there not center you could have the lasers shooting from under or over the asteriod.
There is a line in ODFs called something like Piolet visable =1 just change it to = 0 and the piolet won't show up in game.
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maxloef
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Exploderman
Well see guys I have little(actually no) scripting experience, so could you guys be a little more detailed? I'm working really hard on a map right now that the asteroids would be perfect in (lol there are lots of asteroids already floating around, so maybe the rebels could only have asteroid ships, and the empire is supposed to fing them floating and eliminate them lol!)
Thanks in advance!
Thanks in advance!
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Kyross
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The_Emperor
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Kyross
You should see it. I gave them new weapons and everything. I fell in love with my space map so I took them out(I had eight) but I will release them afterward. Only problem was even the smaller ones were so big you can only go out of he hangar(coming in results in many explosions).
OH NO YOU DIDN'T!

Everybody, to your ships!

OH NO YOU DIDN'T!

Everybody, to your ships!

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^Destroyer^
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Kyross
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^Destroyer^
