Custom Hangars

A Forum dedicated to the Suggestion, Creation and Editing of XWA Dynamic Link Library Files

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Re: Custom Hangars

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JeremyaFr
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Post by JeremyaFr » Wed Nov 11, 2020 3:04 pm

Hello,
You can try that:

EDIT: link removed

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JeremyaFr
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Post by JeremyaFr » Tue Nov 17, 2020 1:50 pm

UPDATE

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

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JeremyaFr
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Post by JeremyaFr » Sun Nov 29, 2020 4:50 pm

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.

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JeremyaFr
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Post by JeremyaFr » Wed Feb 10, 2021 1:42 pm

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

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JeremyaFr
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Post by JeremyaFr » Sat Feb 13, 2021 11:45 am

UPDATE

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

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ual002
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Post by ual002 » Sat Feb 13, 2021 8:42 pm

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.
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ual002
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Post by ual002 » Mon Feb 15, 2021 7:21 pm

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?
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Bman
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Post by Bman » 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.
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ual002
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Post by ual002 » Tue Feb 16, 2021 3:02 pm

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.
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JeremyaFr
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Post by JeremyaFr » Sat Feb 20, 2021 1:57 pm

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.

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Vince T
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Post by Vince T » Sat Feb 20, 2021 2:17 pm

Will negative values to shorten the path?
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JeremyaFr
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Post by JeremyaFr » Sat Feb 20, 2021 2:29 pm

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

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Ace Antilles
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Post by Ace Antilles » Sat Feb 20, 2021 2:35 pm

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.
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JeremyaFr
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Post by JeremyaFr » Tue Mar 02, 2021 8:54 pm

UPDATE

Hello,
I've updated the hangars hook.

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

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