Problem: Engine hardpoints and num_exhaust_nozzles
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You still need to add the leading 0 for engines after 9, i.e. HpEngine010 to HpEngine027.
As for the files, do you literally mean .sur (or { .sur })? If so, they don’t mean anything. Otherwise, if you have ship.cmp then ship.sur provides the collision detection.
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I am using HardCmp to add hardpoints…
I will try it to change it to HpEngine010 to HpEngine027…
I mean .sur and (name of ship)_centre.cmp files…
Do I need those both files?
What are those files and what do they do?
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.sur - ???
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(ship’s name)_centre.cmp - ???
Thanks for the reply.
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Adoxa said what shipname.sur is for -collision detection. If you don’t have one for your ship model, nothing will be able to hit you- or whoever is flying the ship with that model.
For your second Q: I believe you’re referring to a damage cap. You don’t need one, unless you get into advanced building where parts of your ship are meant to be destroyed. Just about all the original ships in FL have them, but 90% of modders won’t bother with them.
So all you’ll need is shipname.cmp and shipname.sur for your model to work just fine.
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sur allows the ship to be shot and collide with other objects.
NPC’s would still be able to see you even if you were flying an invisible pixel, they just couldn’t hit it unless it had an sur.
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How can I change the size of the engine’s flame and trail effect???
What does these lines do?
flame_effect –->>> for flame
trail_effect —>>> is this for NPC’s trail???
trail_effect_player —>>> for my ship’s trail, correct me if I am wrong.Are these the lines that will change the size of the flame and trail effect for the engine??? What does also these lines do???
character_pitch_range
rumble_atten_range
rumble_pitch_rangePlease help.
Thanks.
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character_pitch_range
rumble_atten_range
rumble_pitch_rangeThe above are sound related.
flame_effect –->>> for flame
trail_effect —>>> is this for NPC’s trail???
trail_effect_player —>>> for my ship’s trail, correct me if I am wrong.You got those right. It depends what you want to change though. If you want something custom, i.e a flame effect that does not already exist, then that requires editing an ALE file. Not such an easy thing to do, but if you’re willing to search the forum a little then you will find some info on the subject.
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Ale files are in the subfolders of DATA/FX depending on what they’re for.
To edit them you need either LancerSolarus’s ALE decoder, or adoxa’s XML Project. Both decode to different formats, but ultimately do the same thing. (Though the XML project can decode other files, too)
There are no tutorials on ALE editing, unfortunately.
One of those things that you’ll have to wrap your head around yourself, though I’m sure people in the know here would be happy to help out if you get stuck. -
Lancer Solurus has a nice long post documenting what each part of the ALE files do / take for a value. Do a google search on his name and “ALE File”, select the link from EOA serious zone.
if I remember, it’ll be in the Emitter section to adjust trail length /size/ frequency/direction. -
adoxa wrote:
You still need to add the leading 0 for engines after 9, i.e. HpEngine010 to HpEngine027.As for the files, do you literally mean .sur (or { .sur })? If so, they don’t mean anything. Otherwise, if you have ship.cmp then ship.sur provides the collision detection.
Adoxa and constant MAX_EXHAUST_NOZZLES works?
Did not tried because has no ship with more then 9 engines…