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Posted

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?

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Posted

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?

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Posted

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

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Posted (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 by Seaeagle
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