Moors
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I’m kind of with adoxa on this one. It seems only settings in solararch and shiparch seem to make a difference with mshipprops having no real effect that i can see.
How do i know this? Simple error on my part. I forgot to add in a mshipprops section to one of my ships and yet it still behaved as it should. A ship designated fighter or freighter will always use a berth command if its defined to do so in shiparch. Doesn’t matter if there’s an entry for them to do so in mshipprops. They will also happily use the jump command if that’s used in solararch in the base definition as long as berth is used in shiparch. Ships designated to use moors should have those entries defined in shiparch and solararch base entries and then they will only dock there, nowhere else.
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Im going to have to 3rd this…
Last night whilst tracking a ge_transport problem i was having i thought id check the mshipprops.ini… well the ge_transport was there ok… but others that were working oki fine were not… ge_train… ect… even the csv, nomads & large GB- BS house ships (although still yet to see one dock… as i haven’t added that kinda zone for em)…
I placed them in… with minimal diff… my ge_transports were still CTD’n on dock (cargo pod issue…) & things were still the same… My guess is…
This is mainly for SP story?? if still used at all.@Adoxa… you say i can define multiple "mission_property = "… nice
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I will test it by completely removing the file, I am of the same feeling you guys are, it isn’t used…
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6 years I’ve been waiting for this - sod all other developments, it was the one I was hoping to see
So to me, best improvement in Freelancer, thank you! Whether I’ll get to try it out I don’t know - no spare time whatsoever
But if I do, then I may have to adjust old things to include it - so many thanks
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After having an email talk with Adoxa this is solved.
He gave the tip that you can enter multiple mission_property’s to cover the range of dock sizes. I tested it and it works fine (you loose docking movie)
shiparch.ini
;fighter or shuttle, give all three sizes
mission_property = can_use_berths
mission_property = can_use_med_moors
mission_property = can_use_large_moors;freighter or normal cap, two sizes
mission_property = can_use_med_moors
mission_property = can_use_large_moors;super cap, just
mission_property = can_use_large_moorssolararch.ini
;very small station
docking_sphere = berth, HpDockMountA, etc etc;;normal station
docking_sphere = moor_medium, HpDockMountA, etc etc;ship yard
docking_sphere = moor_large, HpDockMountA, etc etcfurthermore:
docking_sphere = jump, HpDockMountA, etc etc
will let anything landAnd of course you need to install Adoxa’s moors.dll
Thanks Adoxa!
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Sorry for necro-posting, but I’m having some issues with moors.dll
I’m trying to get battleships to use moors correctly on a Freeport station, which already has moors for medium and large ships. No matter what I try, I get the “Request Denied. Cannot accomodate ships of your size,” message. I know moors work because when I change a fighter to medium or large, it docks/undocks correctly. It only seems to affect the Liberty Dreadnought (in my tests so far).
Any clue what’s wrong?
EDIT:
Nevermind, I found out what was wrong. I was trying to use separate shiparch.ini’s to better organize the ships. Everything seemed to have worked except mission_property since I was having no trouble. Any fix for this other than clumping it into one shiparch?
Stupid organization habits. That’s what I get for being neat.
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Friend asks about moor_large and moor_medium:
- there is no animation with the dock
Any expirience to fix this?
- there is no animation with the dock
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you have to add Dock Cameras on the model .cmp for the moor mounts - then they play out like they should
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@Thaddeus checked but wont work
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Thaddeus wrote:
you have to add Dock Cameras on the model .cmp for the moor mounts - then they play out like they shouldYou probably don’t understand the question.
option:
docking_sphere = berth, HpDockMountA, 25, tr_big_dock_1
or
docking_sphere = jump, HpDockMountA, 25, tr_big_dock_1
the animation of the door opening during the docking works.
option:
docking_sphere = moor_large, HpDockMountA, 25, tr_big_dock_1
or
docking_sphere = moor_medium, HpDockMountA, 25, tr_big_dock_1
the animation of the door opening when the dock is not working.
The question is, is it possible to make the animation work?
……
P.S. The presence or absence of Dock Cameras does not affect the animation. -
@Dromedary.
Sorry for my bad english…
You repeat the obvious.
I already know what is and what is not.
You didn’t see the main question: is it possible to make the animation work?
for example, with the help of a modified moors plugin. -
Again, what animation are you referring to? As i’ve already stated, there is a cutscene that shows the ship docking with the moor, if you have docking cameras enabled on the moor. Shows the ship going forwards toward the moor. With adoxas moor plugin, you undock from the moor, with cutscene if you have docking cameras enabled and your ship reverses back from the moor like it should do. All NPC ships do the same. So i’m lost when you say animation working properly, what animation?
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door opening animation
docking_sphere = moor_large, HpDockMountA, 25, tr_big_dock_1 -
Finally, and very nice animation as well. The topic is Moors, which is why i was confused. You’re talking about a custom animation on a custom base, no relation to moors whatsoever. I see no problem with making a large ship dock with a base as in the video, depends if you want small ships docking at the same base. It’s all about how you assign the ship to dock. Only make the base accept large ships
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This video uses a type of dock jump
docking_sphere = jump, HpDockMountA, 25, tr_big_dock_1 ```It has a lot of minuses: 1\. Small ships prefer to dock in this dock, which is very much prevents the docking of a large ship. 2\. When the ship is launched, it rotates 180 degrees and appears from the textures. (at launch I would like to have the orientation as moor_large)