Grimes Posted June 11, 2008 Posted June 11, 2008 I've been experimenting with the idea of replacing a combat ship in Lockon. I'd like to get a grip with all the little quirks associated with getting everything to look right within Lockon. I've hit a roadblock with the draw arguments. Are they the same used as the "drawarguementsforvehicles1.2" file? If so why are there specific arguments that seem to contradict what actually occurs. For instance arg 11 (Radar Turn) works with sam sites, yet arg 1 (turret rotation in vertical) turns the radar on the Moscow and Kuz. I ran a test of several AI firing anti-ship weapons at both ships, all of the Moscows machine gun turrets move and track the target, while the Admiral Kuznetzov has static weapons that don't even move. Arg 25 and 26 rotated 1 gun on the Moscow, args 27/28 rotated the one next to it. Any thoughts? 1 The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
luckybob9 Posted June 11, 2008 Posted June 11, 2008 I have a question that follows with this. Is it possible to change the location of where the guns fires? For instance, if someone creates an entirely new ship, is it possible to change the gun firing effect location the where the new guns would be? Nevada map contributer EDM Modeling tools FAQ: http://forums.eagle.ru/showpost.php?p=1418067&postcount=1 Seo libh a chairde is chanadh liom. Líonaigí'n oíche le greann is le spórt. Seo sláinte na gcarad atá imithe uainn. Mar cheo an tsléibhe uaine, iad imithe go deo
Grimes Posted June 11, 2008 Author Posted June 11, 2008 Those are hard coded I think. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Grimes Posted June 13, 2008 Author Posted June 13, 2008 After alot of playing around in the Lockon Model Viewer I figured it out for the most part. There are several arguments, however, that appear to do nothing. Feel free to modify the list upon the discovery of new items. I hope this helps anyone interested! http://rapidshare.com/files/122048075/Draw_arguments_for_ships_1.2.rtf.html The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Seaeagle Posted June 21, 2008 Posted June 21, 2008 (edited) I've been experimenting with the idea of replacing a combat ship in Lockon. I'd like to get a grip with all the little quirks associated with getting everything to look right within Lockon. I've hit a roadblock with the draw arguments. Are they the same used as the "drawarguementsforvehicles1.2" file? No draw arguments are separated by unit category - e.g. argument # 1 controls nose strut compression for aircraft, turret rotation for ground vehicles(armour) and, as you have noticed, 3D radar rotation for ships. Unfortunately ED's plug-in package didn't include a list of draw arguments for the ships, so using the model viewer utility to figure them out is the only way. Edited June 21, 2008 by Seaeagle
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