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Re: Custom Hangars

Posted: Wed Nov 11, 2020 3:04 pm
by JeremyaFr
Hello,
You can try that:

EDIT: link removed

Re: Custom Hangars

Posted: Tue Nov 17, 2020 1:50 pm
by JeremyaFr
UPDATE

Hello,
I've merged the changes from the WIP version into the stable version.

Re: Custom Hangars

Posted: Sun Nov 29, 2020 4:50 pm
by JeremyaFr
UPDATE

Hello,
I've updated the hangars hook.

I've fixed a bug where the sfoils are closed for object 0 when the Shuttle is not loaded.

Re: Custom Hangars

Posted: Wed Feb 10, 2021 1:42 pm
by JeremyaFr
WIP

Hello,
Here is a WIP version of the hangars hook.

I've added a ShuttleAnimationElevation setting to set the elevation of the shuttle.

EDIT: link removed

Re: Custom Hangars

Posted: Sat Feb 13, 2021 11:45 am
by JeremyaFr
UPDATE

Hello,
I've merged the WIP version into the stable version.

Re: Custom Hangars

Posted: Sat Feb 13, 2021 8:42 pm
by ual002
I don't supposed there is a way to make any FG# a potential mothership thru the mission.ini is there?

Currently it seems that the engine thru Allied can provide 2 potential hangars for the player by setting the Arrival Primary and Secondary motherships in Allied. In my tests setting the departure motherships in allied don't actually make that ship prompt to enter the hangar( for the player).

Lets say I have a mission where in R1 I launch from an ISD, in R2 I land in the hangar of a platform as part of a story element, and then in R3 I land finally in a modified Frigate. I see no current way to do this in allied, and I'm not even sure the game can load more that two hangar scenes, but I'm wondering if its possible?

The added benefit that is if there is an unlimited number of hangar scenes I could set it so that every friendly mothership in a mission with a hangar is a potential repair and rearm point as well.

Re: Custom Hangars

Posted: Mon Feb 15, 2021 7:21 pm
by ual002
Another request, it appears DrawShadows = 0 looks like a global setting in the hooks_hangars.cfg, I dont supposed it could be a per hangar setting in the mothership.ini [HangarObjects] section?

Re: Custom Hangars

Posted: Tue Feb 16, 2021 2:01 am
by Bman
Basically, allow the Player and AI FG's to have unlimited "Arrival by" and unlimited "Depart by" motherships/stations (with their unique hangar.opts) however those are assigned via the mission.tie or mission.ini files.

Re: Custom Hangars

Posted: Tue Feb 16, 2021 3:02 pm
by ual002
Bman wrote:
Tue Feb 16, 2021 2:01 am
Basically, allow the Player and AI FG's to have unlimited "Arrival by" and unlimited "Depart by" motherships/stations (with their unique hangar.opts) however those are assigned via the mission.tie or mission.ini files.
Yes,

In theory you could set up a mission where every friendly mothership with a hangar model could be set, allowing the player to rearm/ or repair just about everywhere.

Re: Custom Hangars

Posted: Sat Feb 20, 2021 1:57 pm
by JeremyaFr
UPDATE

Hello,
I've updated the hangars hook.
I've added a PlayerAnimationStraightLine setting.

To set the player craft straight line animation length, set "PlayerAnimationStraightLine = value". value is an integer. The default value is 0.

Re: Custom Hangars

Posted: Sat Feb 20, 2021 2:17 pm
by Vince T
Will negative values to shorten the path?

Re: Custom Hangars

Posted: Sat Feb 20, 2021 2:29 pm
by JeremyaFr
Vince T wrote:
Sat Feb 20, 2021 2:17 pm
Will negative values to shorten the path?
Yes

Re: Custom Hangars

Posted: Sat Feb 20, 2021 2:35 pm
by Ace Antilles
Vince T wrote:
Sat Feb 20, 2021 2:17 pm
Will negative values to shorten the path?
I used negatives on the VSDs and it works fine.

Re: Custom Hangars

Posted: Tue Mar 02, 2021 8:54 pm
by JeremyaFr
UPDATE

Hello,
I've updated the hangars hook.

I've fixed a bug with the roof crane animation.