no prototype matter/anti-matter launcher in the TCockpits laser select list
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no prototype matter/anti-matter launcher in the TCockpits laser select list
hey hey..
noticed something strange, i was playing around with some TFiles and i noticed that sometimes i cant see all missiles in the add missiles to ship list and some lasers are missing from the TCockpits file, namemy the add lasers to cockpit list.. (no prototype matter/anti-matter launcher for example) any idea why this is..? any idea how i add these lasers to a cockpit..? many thanks..
noticed something strange, i was playing around with some TFiles and i noticed that sometimes i cant see all missiles in the add missiles to ship list and some lasers are missing from the TCockpits file, namemy the add lasers to cockpit list.. (no prototype matter/anti-matter launcher for example) any idea why this is..? any idea how i add these lasers to a cockpit..? many thanks..
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
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- Posts: 723
- Joined: Sat, 8. Nov 08, 02:51
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
The 2 dummy guns work the same, npc's will not spawn with them.
What you have to do to get guns in them, is make a !config. script that adds the guns and other fittings you want in the ship at spawn time, and add the name of this script into a specific field in the jobs.txt file. Theres a thread on this as I have just gone through figuring out how to do this.
As long as the gun is seen by the game, you can add it onto a ship this way.
What you have to do to get guns in them, is make a !config. script that adds the guns and other fittings you want in the ship at spawn time, and add the name of this script into a specific field in the jobs.txt file. Theres a thread on this as I have just gone through figuring out how to do this.
As long as the gun is seen by the game, you can add it onto a ship this way.
- apricotslice
- Posts: 14129
- Joined: Sun, 16. May 04, 13:01
! scripts, you have to use an xml editor to remove the ! from the name, so the ingame editor can see the script, edit it in game, then reload it into the xml editor to put the ! back into the script name (in 2 places).
Theres a !config..... script in the AMS mod if you want to extract the script, copy it to a new name, and then plug it into the jobs.txt file using observes jobs editor.
Just change the guns, and remove anything you dont want.
Theres a !config..... script in the AMS mod if you want to extract the script, copy it to a new name, and then plug it into the jobs.txt file using observes jobs editor.
Just change the guns, and remove anything you dont want.