Need help: intro script %(
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Hello men! I need some assistance with a script…
Could you make a 3 ships (nomad fighters) and make em moving by paths such here:?http://img94.imageshack.us/img94/875/80303695.jpg
Please please please! I will thank you in mod readme…
Script attached
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Or maybe you may tell how to write paths to make ship moving…?
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i even thought of doing it for you but as you ask like this, here we go
in the entities:```
{
entity_name=“<path name=”“>”,
type=MOTION_PATH,
template_name=“”,
lt_grp=0,
srt_grp=0,
usr_flg=0,
spatialprops={
pos={
0,
0,
0
},
orient={
{
1,
0,
0
},
{
0,
1,
0
},
{
0,
0,
1
}
}
},
pathprops={
path_type=“CV_CROrientationSplinePath”,
path_data="OPEN, {<x-coordinate#1>,<y-coordinate#1>,<z-coordinate#1>}, {1,0,0,0}, {<x-coordinate#2>,<y-coordinate#2>,<z-coordinate#2>}, {1,0,0,0}, "
}</z-coordinate#2></y-coordinate#2></x-coordinate#2></z-coordinate#1></y-coordinate#1></x-coordinate#1></path>to start motion write in the events:``` { <star time="" in="" s="">, START_PATH_ANIMATION, { "<object name="">", "<path name="">" }, { duration=<time in="" s="">, start_percent=<where on="" the="" path="" should="" it="" start="">, stop_percent=<where on="" the="" path="" should="" it="" end="">, offset={ <x-offset>, <y-offset>, <z-offset>}, up=Y_AXIS[can have a NEG_ prefix and be any axis], front=Z_AXIS[same as above though other axis], flags=POSITION + ORIENTATION[if you want the object to face its motion direction] + LOOK_AT } }</z-offset></y-offset></x-offset></where></where></time></path></object></star>
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start_percent=<where on=“” the=“” path=“” should=“” it=“” start=“”>,
stop_percent=<where on=“” the=“” path=“” should=“” it=“” end=“”>,
so start_percent = 0 and stop_percent = 100?offset={
<x-offset>,
<y-offset>,
<z-offset>},
what is it.</z-offset></y-offset></x-offset></where></where> -
the start and stop percentages are relative values to the length of the path. 0 would be the first point, 1 the last. you can set up any float within these range to start and stop a ship. if you e.g. want ships to fly opposite of the actual path direction, you can make the start percent higher than the stop percent.
the offset is, how much is your ship set away from the actual path. it is relative to the main coordinate system, not to the path. with 0, 0, 0 the ship is directly on the path. with e.g. 10, 7, -3 your ship is 10m to the right, 7m above and 3m in front of any point of the path it would actually reach. so, if you want the ships to fly parallelic, you don’t have to make 3 paths, you can just set some ships just beside the path while the direction and length of flight would be kept.
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Sounds easy… but how to get coordinates? O.o I have to guess them?
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the same way as you got the coordinates for the planets and stations there are in your thn: trial and error with help of your own geometrical imagination.
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Ok) May you show on my screenshot the directions of x,y and z axises?
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oh, come on, haven’t you built the script? you should know where you put the objects and therefore approximately, where the coordinate system is. what you are asking for now is exactly doing your code. come on, spend 5mins, don’t be lazy.
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Yep, thanks a lot
http://img46.imageshack.us/img46/6079/30591470.jpgLast step is attaching engines, but i think i do it by myself.
Thx!!111 -
Next question…
May you tell please, how to add a sun? I know how to add an fx, but i cant find common suns in FX folder. -
And why the ships can be black? O.o
http://img51.imageshack.us/img51/6365/33023472.jpg -
the sun is a simple psys entry (effect entry) with the template of a sun. the suns (at least most of them) are by default listed in .\data\solar\stararch.ini
for the ships: you have the compound objects (ships and solars) and lights. both have a parameter called “lt_grp” (lighting group). as long as your light sources have the same lt_grp value as your compounds, the light sources affect the drawing of your object.
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Omg, yea, thanks!! Ships lt_group was different.
About suns… So i must write them as compound, but launch them as psys?
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no, you write them as psys and launch them as psys… or write them as compound and leave 'em… dunno, haven’t played with suns yet. if you want to go sure, in .\data\fx\misc\misc_ale.ini there are suns from vanilla thns defined as effects.
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Gisteron wrote:
if you want to go sure, in .\data\fx\misc\misc_ale.ini there are suns from vanilla thns defined as effects.There aren’t any suns except vanilla intro suns. I never saw vanilla suns in FX folder.
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ah, no other suns?
and what about “rtc_ku03_sun”… just for instance.
c’mon, search a bit for yourself, don’t let others do your tasks
there sure is a sun that would fit into your intro. -
There are NO suns in FX. I want to take a normal sun to my intro, but i cant because they have no ALE! There aren’t any suns in FX!
These 2 ku_x_suns are small as ships.
I don’t ask to do my #$%% job, imma just asking a normal question to more experienced people in this subject. -
good god, than try using the stararch.ini suns as compounds.
you are modding. its trial and error, you won’t get far with just asking for the solution served on a silver tablet. -
My THN editing is just small addon to my work. I can’t know/understand how to mod everything. My primary job is 3d/ships/equipment, maybe also systems and starspheres. But the sur and thn cannot be fully understanded ny my brain…
3/30