Escort Shuttle Turret

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Re: Escort Shuttle Turret

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JeremyaFr
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Post by JeremyaFr » Wed Feb 05, 2020 8:23 pm

UPDATE
Hello,
I've added a "WeaponSwitchBasedOnIff" setting in the craft ini file.

You can now define the switch feature on a per craft basis or in the config global file.

Question: What should be the default value in the config file? enable or disable weapon switch.

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Rookie_One1
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Post by Rookie_One1 » Wed Feb 05, 2020 8:36 pm

I would say disable, then we can enable it for craft that it make senses (example, the ISD....doesnt make sense IMO that a ISD would keep the green lasers once under the rebels control and refitted accordingly).

That's said, it's just my opinion
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Driftwood
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Post by Driftwood » Wed Feb 05, 2020 10:36 pm

Rookie_One1 wrote:
Wed Feb 05, 2020 8:36 pm
I would say disable, then we can enable it for craft that it make senses (example, the ISD....doesnt make sense IMO that a ISD would keep the green lasers once under the rebels control and refitted accordingly).

That's said, it's just my opinion
TL;DR
I would say keep it defined by opt ini/hardpoint default.


But if you want my rational...

I would disagree with Rookie's POV from a logistics, engineering, and resources perspective. The ISD is very capable and has state of the art weapons that are very expensive and well designed. It would not make sense for anybody to change out their weapon loadouts if they were in working order simply "because" it changed hands and GOOD GUYS USE RED LASERS. That would be prohibitively cost effective and also likely a downgrade since the Imperials use top teir tech for their Line ships, the rebels often scavenge and scrape together what they can and nothing is necessarily uniform, frankly the rebels probably would just as likely have a ship in a worst case scenario with red, green, yellow, a single purple ion cannon, and orange lasers.

Furthermore the laser color has also been theoretically tied to either focusing crystals or gas used, ect. It's either a byproduct of the technology, or a byproduct of chemistry. Changing factions in universe would not change this factor, and there's no real or in universe reason barring refitting different weapon systems or gasses used that would by extension change color.

Yes, film wise the lasers were probably different to intuitively show that Good = red, bad = green. In universe, that doesn't apply.

This has also been represented in the weapon color hook by trying to standardize certain things by faction, and I would argue by ship type as well, and I see no reason to change it "because the rebels have it now". In a mission or campaign where you explicitly stated that the systems were refitted with different tech to explain the color change, (and could define on a per-ship and mission basis) then sure why not for narrative purposes, it'd make sense that if they didn't have 1:1 replacements they'd retrofit it to whatever they could comfortably supply and thus warrant a color change. Otherwise, with how many Star Destroyers there are in the galaxy it's not like there's a short supply of replacement hardware, especially if the rebels control their factories, so changes are even then the rebels wouldn't retrofit it unless absolutely necessary.

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Rookie_One1
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Post by Rookie_One1 » Wed Feb 05, 2020 11:54 pm

True enough
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Driftwood
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Post by Driftwood » Thu Feb 06, 2020 2:39 am

Actually, thinking about it (and I can't remember if this has been discussed before) but conversely Imperial versions of ships like the CR90 (imperial FG color) would also likely be equipped with green lasers, so this is one that I could see being automatically switched by IFF and/or by flight group color of the ship.

Perhaps what we should do is compile a list of ships that are per-se strictly Rebel or Imperial that are obvious like the Mon Calamari cruisers, and the Imperial Star Destroyers and other Empire "exclusive" ships and have those set red/green respectively, and then define the others by IFF that have either red or green laser hardpoints but are used by either faction to account for likely faction differences. I'd say that all other ships that are either commonly neutral or not combat ships specifically probably should be defined by their ini files to maintain the functionality and visual differences we have via the weapon color hook configurations since DTM and others put so much work into defining them.

Thoughts?

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Rookie_One1
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Post by Rookie_One1 » Thu Feb 06, 2020 2:41 am

One thing that would be an hassle, is that for certain ships, such as the corvette, are used by all factions...but AFAIK, in-universes, probably only imperial and some specific faction used green lasers, with most using red lasers instead. (so at one point we would need to have a was to make Yellow IFF not use imperial lasers)

That said, i'm pretty sure that some civilian ships used by the empire(mostly container transports) use red or yellow animation instead of green (mostly because they see those as convoy ships, or are owned by subcontractant instead of the empire but equipped with an imperial IFF for the duration of their contract)
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JeremyaFr
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Post by JeremyaFr » Thu Feb 06, 2020 4:49 pm

UPDATE

Hello,
I've merged the WIP version into the stable version for the mission objects hook and the weapon color hook.

I've set the default value to disable for the WeaponSwitchBasedOnIff setting.

To enable weapon switch based on IFF, set "WeaponSwitchBasedOnIff = 1" in "hook_weapon_color.cfg".
To disable it, set "WeaponSwitchBasedOnIff = 0".
The default value is "0".

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Post by Bman » Sun Feb 16, 2020 9:14 pm

Thanks Jeremy this is great. I've been testing this with Lambda Shuttle and will circle back to this model next. One issue I'm coming up with for the lambda Shuttle is when I switch back and forth from front cockpit view and then to rear gunner well, the game crashes to desktop after pressing the "G" key on about the 3rd, 4th, or 5th time or after. Doesn't matter which IFF side when using in Skirmish mode, still same result. This is the crash report:

Code: Select all

Faulting application name: XwingAlliance.exe, version: 2.0.0.2, time stamp: 0x3765a9b7
Faulting module name: XwingAlliance.exe, version: 2.0.0.2, time stamp: 0x3765a9b7
Exception code: 0xc0000005
Fault offset: 0x000822f3
Faulting process id: 0x21e4
Faulting application start time: 0x01d5e527b1b7ffac
Faulting application path: C:\Program Files (x86)\LucasArts\X-Wing Alliance\XwingAlliance.exe
Faulting module path: C:\Program Files (x86)\LucasArts\X-Wing Alliance\XwingAlliance.exe

If the POV coordinates of the shuttle Gunner well are already patched in .exe, do they also need to be listed in the shuttle.ini file too [Turrets] section? I've modified/enhanced the base model and exterior models so meshes are in a different index order and all front 8 cannons use EmpireLaser hardpoints. Rear twins use EmpireTurboLaser HPs. This is my current Shuttle.ini file:

Code: Select all

;Shuttle.ini

[Camera]
;Camera X,Y,Z
X = -170
Y = 750
Z = 120

FamX = -170
FamY = 750
FamZ = 120

[Pilot]
;The format is a line per mesh:
;mesh index, angle, speed, behavior
;PilotHead Meshes in ShuttleExterior.opt 
33, 32, 2, 2
38, 32, 2, 2
;Landing Lights on Shuttle.opt and ShuttleExterior.opt
;43, 64, 8, 0 static
44, 64, 8, 0
;45, 64, 8, 0 static
46, 64, 8, 0
;47, 64, 8, 0 static
48, 64, 8, 0

[SFoils]
;mesh index, angle, opening speed, closing speed  ("V" key = open/close)
;new Wings mesh index order for my version
15, 96, 2, 2
16, 96, 2, 2

[SFoilsLandingGears]
;mesh index, angle, closing speed, opening speed  ("[Ctrl]"+"L" keys = open/close)
13, 96, 2, 2
14, 96, 2, 2

[CloseSFoilsInHyperspace]
;default is 0 for disabled, 1 is activate
CloseSFoilsInHyperspace = 0 

[SFoilsAnimationSpeed]
;default is 1 for normal speed. >1 = slower animation speeds.
SFoilsAnimationSpeed = 1

[Size]
ClosedSFoilsElevation = 140

[Sound]
EngineSoundInterior = 5
EngineSoundFlyBy = 5

WeaponSoundBehavior = Empire

[Turrets]
TurretForwardFire = 0
UnlimitedTurretLaser = 1
; PositionX, PositionY, PositionZ, OrientationX, OrientationY, ArcX, ArcY, OptModel, IsInverted
-245, 0, 115, 32536, 0, 6000, 6000, ShuttleGunner, 0

[WeaponColor]
WeaponSwitchBasedOnIff = 1

WeaponColor = 0   
WeaponColor280 = 8  ;using different custom FG colors
WeaponColor281 = 7
WeaponColor282 = 9
WeaponColor283 = 9

WeaponImpactColor_3100 = FF0000FF  ;blue
WeaponImpactColor_3200 = FFFF0000  ;red
WeaponImpactColor_3300 = FF00FF00  ;green
WeaponImpactColor_3400 = FFFF00FF  ;purple
WeaponImpactColor_3500 = FFFFFF00  ;yellow

WeaponImpactColor280 = 80FF0000
WeaponImpactColor281 = 80FF0000
WeaponImpactColor282 = FF00FF00
WeaponImpactColor283 = FF00FF00

EnergyBarColorLaserHigh = FFFF0000
EnergyBarColorLaserLow = FF9B1E00
EnergyBarColorIonHigh = FF00B4FF
EnergyBarColorIonLow = FF006992

WeaponLightColor280 = FF3300
WeaponLightColor281 = FF3300
WeaponLightColor282 = 00FF33
WeaponLightColor283 = 00FF33

[WeaponRate]
DechargeRate = 3
RechargeRate = 2

And my custom Shuttle_Patcher.xml file uses these offsets modifying last release of ShuttleV3, but it's probably not relevant but here it is:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<ArrayOfPatch>
  <Patch Name ="Set Gun Convergence Mode To Auto of Shuttle.opt">
    <Item Offset="1C5D78" From="00" To="02"/>
  </Patch>
  <Patch Name ="Set Tertiary Laser Slot of Shuttle.opt">
    <Item Offset="1C5EA1" From="0000" To="1B01"/>
  </Patch>
  <Patch Name ="Set Primary Laser End Rack of Shuttle.opt">
    <Item Offset="1C5EA6" From="03" To="07"/>
  </Patch>
  <Patch Name ="Set Primary Laser Link Code of Shuttle.opt">
    <Item Offset="1C5EA9" From="04" To="08"/>
  </Patch>
  <Patch Name ="Set Secondary Laser Link Code of Shuttle.opt">
    <Item Offset="1C5EAA" From="00" To="02"/>
  </Patch>
  <Patch Name ="Set Secondary Laser Sequence of Shuttle.opt">
    <Item Offset="1C5EAD" From="00" To="04"/>
  </Patch>
  <Patch Name ="Set Tertiary Laser Link Code of Shuttle.opt">
    <Item Offset="1C5EAB" From="00" To="02"/>
  </Patch>
  <Patch Name ="Set Tertiary Laser Sequence of Shuttle.opt">
    <Item Offset="1C5EAE" From="00" To="05"/>
  </Patch>
</ArrayOfPatch>
I've posted DL links to the in-game videos I took flying the Lambda Shuttle on both IFF sides in Skirmish mode. See the "Weapons Slots" thread.
Sorry don't mean to hi-jack this thread but this issue is or will be related to Escort Shuttle too when it is released in the future. Thanks.
Last edited by Bman on Thu Feb 20, 2020 4:37 am, edited 1 time in total.
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JeremyaFr
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Post by JeremyaFr » Mon Feb 17, 2020 8:50 pm

Hello,
What is the type of the turrets meshes in "Shuttle.opt"?

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Post by Bman » Mon Feb 17, 2020 9:21 pm

EDIT: For the base model the 4 front "SmallGuns" and two "RotaryWing" meshes (4 barrels) use EmpireLaser HPs, a total of 8. The rear weapons of the base model for AI auto-defense "X" key changed from "MainHull" to fixed "GunTurret" mesh with 2 TurboEmpireLaser HP's. Gunner hardpoint in the adjacent MainHull mesh I changed to 0 ; 8.833003 ; 1.59000015. I'm not sure if that is relevant.(?) It was 0 ; 7.156372 ; 1.58932137.

For Exterior and Cockpit .opt models, no laser HP's are needed. ShuttleGunner.opt has a "RotaryGunTurret" mesh with 2 matching TurboEmpireLaser HP's. Unchanged.

Regarding the Patcher_Shuttle.xml file,
Primary Laser slot = 282 (and inherently 281 for half-power) is already set at offset 1C5E9D to allow the front 8 EmpireLaser HP's to work. It's sequence is set to 1. I used 2,4, then changed to 8 but it still does not allow the laser charge bar to show in the cockpit. Maybe Dynamic Cockpit project can fix that. I think this is because there are more than 4 EmpireLaser hardpoints in the base model that is affecting this.

Secondary Laser slot should = 0 at offset 1C5E9F. Anything else other than 0 causes problems. It's sequence should be set to 4, link code to 2. This is mapped and used by the rear AI auto-defense Gunturret mesh when you press the "X" key during flight. Game reads from the base .opt model looking for TurboEmpireLaser HP's from the GunTurret mesh or other applicable meshes. It's also the same way for the flyable Corellian Transports and for Capital Starships.

The Tertiary Laser slot at Offset "1C5EA1" is set to "1B01" = 283 in decimal. It's sequence is set to 5, and link code to 2. This is needed by the rear ShuttleGunner.opt model which maps to the RotaryGunTurret mesh which contains the 2 TurboEmpireLaser hardpoints = 283 (and inherently 282 for half-power) when you press the "G" key to switch to the Gunner Well view.

What's cool about this last slot is that if you set the Laser slot to 289 or higher and use the corresponding Super Empire Laser hardpoints in the RotaryGunTurret mesh, you now are firing with a Capital starship laser. More powerful and slower rate. This would be appropriate if say you had a Gunner Well model setup with a "flyable" craft such as the System Patrol craft, AssaultTransport, and so forth, or even a stationary starship during flight such as a CR90 Corvette or you're manning a station like the platform bases. Perhaps multiplayer application. :-)
Last edited by Bman on Tue Feb 18, 2020 1:43 am, edited 1 time in total.
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Post by Bman » Tue Feb 18, 2020 1:44 am

Back on topic, download and watch the 2 videos I posted in the editing Weapons Slot forum to see how it actually works now. It's just the "G" key is not stable. Maybe recharge/discharge rate is not needed in shuttle.ini file??? I sent you PM Jeremy, thanks.
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Post by JeremyaFr » Wed Feb 19, 2020 7:44 pm

Hello,

The fault offset 0x000822f3 corresponds to the address 004822F3.

At address 004822F3, there is this code:

Code: Select all

:004822F3 D821                    fsub dword ptr [ecx]
ecx contains the value of a variable at address 009C6720:

Code: Select all

:004822E5 8B0D20679C00            mov ecx, dword ptr [009C6720]
The code that sets the variable s_V0x09C6720 looks like that:

Code: Select all

if( s_V0x091AE7C != 0 && s_XwaPlayers[s_XwaCurrentPlayerId].TurretIndex != 0 && s_V0x068EAE8 == MeshType_RotaryBeamSys )
{
    s_V0x09C6720 = (OptRotationScaleNode_17_Data*)edi;
    s_V0x09C6744 = AC->RotationAngle;
}
The variable s_V0x09C6744 is used in codes that look like that:

Code: Select all

if( s_V0x068EAE8 == MeshType_RotaryGunTurret )
{
    if( s_V0x09C6744 != 0.0f )
    {
...
else if( s_V0x068EAE8 == MeshType_RotaryLauncher )
{
    if( s_V0x09C6744 != 0.0f )
    {
...
I think that the RotaryBeamSys mesh must be placed before the RotaryGunTurret and RotaryLauncher meshes.

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Post by JeremyaFr » Wed Feb 19, 2020 7:51 pm

Bman wrote:
Tue Feb 18, 2020 1:44 am
It's just the "G" key is not stable. Maybe recharge/discharge rate is not needed in shuttle.ini file??? I sent you PM Jeremy, thanks.
In your "ShuttleGunner.opt", the RotaryBeamSystem mesh is placed after the RotaryGunTurret mesh. I think that this is why the game crashes. You can try to place the RotaryBeamSystem mesh before the RotaryGunTurret mesh and see if the game crashes.

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Post by Bman » Thu Feb 20, 2020 4:59 am

Brilliant find. Thanks! That fixed it, changing the mesh index order. I don't know why RotaryBeamSystem mesh was chosen. Perhaps as a placeholder but it's just as easy to rename it MainHull since pilot or s-foils hooks don't affect the ShuttleGunner.opt file. Seems a number of the mesh types were never developed or fully implemented in XWA like the RotaryBeamSystem and RotaryLauncher that I'm aware of. Anyway, now I can easily come up with a similar patch template for the Escort Shuttle that Driftwood or whoever is upgrading it could use.
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Post by Justagai » Sun Mar 01, 2020 11:25 pm

With the hook Jeremy provided earlier, does this mean that the Escort Shuttle with its rear turret will be in the XWAUP/DSUCP by default in the next version?

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Post by Bman » Tue Mar 03, 2020 6:51 am

I would assume it would be packaged like the Lambda shuttle. Driftwood could better answer that. I'm not even sure if it's a Imperial craft, Rebel craft, or a just a neutral craft for any side. I suspect it was non-imperial craft. I'm working on a patch file for this in next day or two. Just finished a patcher test file for GT's VSD-I, at least for TFTC scope.
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Rookie_One1
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Post by Rookie_One1 » Tue Mar 03, 2020 8:41 am

I wonder what the escort shuttle gunner cockpit will look like
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Post by Justagai » Wed Mar 04, 2020 1:36 am

When I said "Escort Shuttle rear turret" I meant for having the actual turret be active, not as a player turret. Though having a player turret sounds cool, I'm more concerned if the turret will be active by default in the next update considering it can break mission balance.

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Post by Rookie_One1 » Wed Mar 04, 2020 1:42 pm

To be fair, it was always active in the vanilla game for the escort shuttle, it was the lambda-class one that had it's turret removed
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Post by Bman » Wed Mar 04, 2020 6:01 pm

J, yes your talking about the base .opt. Yes it's easy fix. Rear mesh type needs to be gunturret or maybe type rotarygunturret with either the laserEmpireTurbo or laserRebelTurbo hardpoints on the mesh. Use XwaOptEditor to check and you can add them if missing. I'll post offsets (patcher XML file) later tonight when I'm home. This can be done with Arc170, YwingB, LAAT gunships and other models whether a rear "model name"gunner.opt file exists or not but that's icing on the cake.
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Post by Justagai » Wed Mar 04, 2020 7:31 pm

Rookie_One1 wrote:
Wed Mar 04, 2020 1:42 pm
To be fair, it was always active in the vanilla game for the escort shuttle, it was the lambda-class one that had it's turret removed
Ah I need to be more careful with the words I use. I meant the escort shuttle would break mission balance without its rear turret. So I would like its rear turret active in the XWAUP/DSUCP by default.

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Post by Bman » Thu Mar 05, 2020 8:28 am

Edit: Updated 3/08/2020
Justagai, you can actually implement this now. Until a new model comes out you can do the following to get A.I. rear turret working and a working rear gunnerwell "G" key P.O.V.
Assuming you have Jeremy's latest hooks installed and DSUCPv2.6, do this:
.
1) Open Shiplist.txt file in main directory with notepad. Find the row with EscortShuttle and change the word "NonFlyable" to "GunnerFlyable". Save. The engine will allow you to now fly this craft in Skirmish mode and regular custom missions by utilizing the default-generic cockpit file. Or you can use one of the Lamba Shuttle cockpits for now as follows . . .
.
2) Make a copy of ShuttleGunner.opt and ShuttleCockpit.opt and rename it as EscortShuttleGunner.opt and EscortShuttleCockpit.opt. I didn't copy the ShuttleExterior.opt file. Not needed.
.
3) In your XWA/flightmodels folder, create a new file via notepad if you don't already have it and save it as EscortShuttle.ini. I have the following stats in my version, but I'm also using a different laser pack for TFTC so it references different FG texture maps under the [WeaponColor] section.:
.

Code: Select all

;EscortShuttle.ini

[Camera]
;Camera X,Y,Z
X = -300
Y = 1000
Z = 150

FamX = -200
FamY = 850
FamZ = 50

[Pilot]
;mesh index, angle, speed, behavior
;Rotating PilotHead Mesh in EscortShuttleCockpit.opt.  No EscortShuttleExterior.opt at the moment
33, 32, 2, 2
;Landing Lights on EscortShuttle.opt.  No EscortShuttleExterior.opt at the moment
17, 64, 8, 0
18, 64, 8, 0
;19, 64, 8, 0
;20, 64, 8, 0

[SFoils]
;mesh index, angle, opening speed, closing speed
3, 90, 2, 2
4, 90, 2, 2
6, 90, 2, 2
7, 90, 2, 2

[SFoilsLandingGears]
;mesh index, angle, closing speed, opening speed  ("[Ctrl]"+"L" keys = open/close)
10, 96, 2, 2
11, 96, 2, 2

[CloseSFoilsInHyperspace]
;default is 0 for disabled, 1 is activate
CloseSFoilsInHyperspace = 0 

[SFoilsAnimationSpeed]
;default is 1 for normal speed. >1 = slower animation speeds.
SFoilsAnimationSpeed = 1

[Size]
ClosedSFoilsElevation = 140

[Sound]
EngineSoundInterior = 5
EngineSoundFlyBy = 5

WeaponSoundBehavior = Empire

[Turrets]
TurretForwardFire = 0
UnlimitedTurretLaser = 1
; PositionX, PositionY, PositionZ, OrientationX, OrientationY, ArcX, ArcY, OptModel, IsInverted
-245, 0, 115, 32536, 0, 6000, 6000, EscortShuttleGunner, 0

[WeaponColor]
WeaponSwitchBasedOnIff = 1  ;0=Disable IFF color change/use default LaserHardpoint colors

WeaponColor = 0
WeaponColor280 = 14
WeaponColor281 = 14
WeaponColor282 = 9 ;was 0
WeaponColor283 = 9 ;was 0

WeaponImpactColor_3100 = FF0000FF  ;blue
WeaponImpactColor_3200 = FFFF0000  ;red
WeaponImpactColor_3300 = FF00FF00  ;green
WeaponImpactColor_3400 = FFFF00FF  ;purple
WeaponImpactColor_3500 = FFFFFF00  ;yellow

WeaponImpactColor280 = 80FFFF80
WeaponImpactColor281 = 80FFFF80
WeaponImpactColor282 = FF00FF00
WeaponImpactColor283 = FF00FF00

EnergyBarColorLaserHigh = FFFF0000
EnergyBarColorLaserLow = FF9B1E00
EnergyBarColorIonHigh = FF00B4FF
EnergyBarColorIonLow = FF006992

WeaponLightColor280 = FFFF33 
WeaponLightColor281 = FFFF33 
WeaponLightColor282 = 00FF33
WeaponLightColor283 = 00FF33

[WeaponRate]
DechargeRate = 3
RechargeRate = 2
.
.
.
4) Open the base model EscortShuttle.opt with Jeremy's editor and add the two laser hardpoints with a Gunner hardpoint for the given mesh as shown below. Save.
.
EscortShuttle2.png
.
.
5) Using Jeremy's latest XwaExePatcher-1.0.25 tool, edit the Patcher.xml file with Notepad or just make a new file called EscortShuttle_Patcher.xml with Notepad and add the following to patch the game engine. This allows rear gunnerwell "G" key to work and also allows you to turn off the Gun Convergence Mode. Setting it to manual or auto means you will always have to press the "Z" key to turn it off during flight, in order to get the rear gunnerwell turret to fire "G" key.
.

Code: Select all

  <Patch Name ="Set Gun Convergence Mode from Auto to None/no 'Z' key of EscortShuttle.opt">
    <Item Offset="1C6153" From="02" To="00"/>
  </Patch>
  <Patch Name ="Set Gun Convergence Mode from Auto to Manual/toggle 'Z' key of EscortShuttle.opt">
    <Item Offset="1C6153" From="02" To="01"/>
  </Patch>
  <Patch Name ="Set EscortShuttle Cockpit File Name (Case Sensitive/255max char.) of EscortShuttle.opt">
    <Item Offset="1C6178" From="00" To="4573636F727453687574746C65"/>
  </Patch>
  <Patch Name ="Set Secondary Laser Slot of EscortShuttle.opt">
    <Item Offset="1C627A" From="0000" To="1B01"/>
  </Patch>
  <Patch Name ="Set Secondary Laser Link Code of EscortShuttle.opt">
    <Item Offset="1C6285" From="00" To="02"/>
  </Patch>
  <Patch Name ="Set Secondary Laser Sequence of EscortShuttle.opt">
    <Item Offset="1C6288" From="00" To="04"/>
  </Patch>
  <Patch Name ="Set Secondary Laser Fire Ratio of EscortShuttle.opt">
    <Item Offset="1C6298" From="0000" To="EC00"/>
  </Patch>
  <Patch Name ="Set Cockpit X POV from 0 to 35 of EscortShuttle.opt">
    <Item Offset="1C6382" From="0000" To="2300"/>
  </Patch>
  <Patch Name ="Set Cockpit Y POV from -30 to 300 of EscortShuttle.opt">
    <Item Offset="1C637E" From="E2FF" To="2C01"/>
  </Patch>
  <Patch Name ="Set Cockpit Z POV from 15 to 33 of EscortShuttle.opt">
    <Item Offset="1C6380" From="0F00" To="2100"/>
  </Patch>
  <Patch Name ="Set Gunnerwell Turret 1 Enable from 0 to 317 of EscortShuttle.opt">
    <Item Offset="1C6398" From="0000" To="3D01"/>
  </Patch>
.
.
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Bman
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Post by Bman » Sun Mar 08, 2020 10:39 pm

Updated the above with more steps. I'll post an in-game video footage for this EscortShuttle patch under the Weapons Slot thread in a few hours or so. Driftwood, you can use this patch for your new model version if you want as a template. Cockpit POV coordinates will obviously change, and there's no need for .shp file or using MXvTED anymore.

Oh, I've also slowed down the laser firing rate of the rear turret for the base model when A.I. use it. I fixed this too for Lambda Shuttle. This makes the game more playable. I know DS disabled the rear turrets in the past, but here's the solution.
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Driftwood
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Post by Driftwood » Mon Mar 09, 2020 12:30 am

Bman wrote:
Sun Mar 08, 2020 10:39 pm
Updated the above with more steps. I'll post an in-game video footage for this EscortShuttle patch under the Weapons Slot thread in a few hours or so. Driftwood, you can use this patch for your new model version if you want as a template. Cockpit POV coordinates will obviously change, and there's no need for .shp file or using MXvTED anymore.

Oh, I've also slowed down the laser firing rate of the rear turret for the base model when A.I. use it. I fixed this too for Lambda Shuttle. This makes the game more playable. I know DS disabled the rear turrets in the past, but here's the solution.
Good to know. I'm sadly nowhere near finished, never mind partially started. The cockpit is still mostly raw model that is incrementally being detailed, and very basic textures and UVs to see how the bits all go together.

There are a few other projects in the pipe first, but I'm going on hiatus for a week or two since I've not had much time to work on anything anyways I figure this isn't a big deal. Hopefully when I get back I can knock out two or three of my "larger" projects, one is XWAU and the other two are TFA era, for y'all and eventually get back to the development of the E/SHU update.

Bman
Lieutenant Commander
Posts: 1170
Joined: Mon Apr 05, 2004 11:01 pm

Post by Bman » Mon Mar 09, 2020 8:21 am

Great. Maybe just take the ShuttleGunner.opt file and just swap out the textures. No need to reinvent the wheel. On base model, it looks to me like it was meant to have a glass canopy pod with a lot of windows so perhaps making them transparent with frames and pod jutting out like LAAT gunships or Kylo Ren's Tie Advanced fighter windows, something like that. Ual002 did a great job re-texturing the hull FG colors. I got to move on to other craft. I just posted in-game videos of Escort Shuttle under Weapons Slot thread. I'm working on all the current Corvettes this week.
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.

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