Concourse Hook

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Concourse Hook

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JeremyaFr
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Post by JeremyaFr » Sat Sep 25, 2021 10:16 am

NEW

Hello,
Here is a new hook: concourse hook.
This hook permits to modify the concourse items.

To set the medal details list, open "MedalDetailList.txt" and change the corresponding line to the desired value.
If the file does not exist, default values are used.
A line set to "null" means that the line is an empty string.
To set the medal decription, edit the "FamilyMedalsDescriptions.txt" file.
See MedalDetailList.txt and FamilyMedalsDescriptions.txt.

To set the custom cutscenes list that are played on points levels, edit the "CustomMoviesOnPointsList.txt" file.
The format of the file is a line per cutscene:
points level, cutscene name
See CustomMoviesOnPointsList.txt.

To define the doors positions, edit the "ConcourseDoors.txt" file.
See ConcourseDoors.txt.

To set the medals positions in the medals case, edit the "MedalsPositions.txt" file.
To set the medals descriptions, edit the "MedalsDescriptions.txt" file.
There can be up to 20 medals.
See MedalsPositions.txt and MedalsDescriptions.txt.
To set the position of the Kalidor Crescent, set the KalidorCrescentPositionX and KalidorCrescentPositionY settings in "hook_concourse.cfg".
To set the points of the Kalidor Crescent, edit the "KalidorCrescentPoints.txt" file.
To set the descriptions of the Kalidor Crescent, edit the "KalidorCrescentDescriptions.txt" file.
See KalidorCrescentPoints.txt and KalidorCrescentDescriptions.txt.

To set the points for the rank points, edit the "RankPoints.txt" file.
To set the points for the pilot rating points, edit the "PilotRatingPoints.txt" file.
See RankPoints.txt and PilotRatingPoints.txt.

To start in the concourse instead of the family room, before having completed the first 7 missions, set SkipFirst7Missions to 1 in hook_concourse.cfg.
See "hook_concourse.cfg"

Suppose that the mission is "[MissionDir]\[Mission].tie".
To play a per-misson briefing movie, create a movie named "Movies\[Mission]_briefroom.[ext]" where [ext] is "snm" or another supported movie format.
If a such movie doesn't exist, then "briefroom.[ext]" is played.

DOWNLOAD
You can download the hook with XwaHooksSetup.
Or with this link:
xwa_hook_concourse.zip

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Ace Antilles
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Post by Ace Antilles » Sat Sep 25, 2021 1:25 pm

@AngeI will probably confirm this.
So I can set it up so when I start a campaign mission and enter the room, it will play a video and after it will play the briefing. Correct?

I thought of a good use for it ;)
Chief XWAU Team annoying nitpicker.
Ace Antilles - The X-Wing Outpost
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JeremyaFr
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Post by JeremyaFr » Sat Jan 01, 2022 12:11 am

UPDATE

Hello,
I've updated the concourse hook.

Changes are:
- unlimited emails count

In the vanilla game, the emails count limit is 100. This limit comes from the pilot file where the status (read, unread) of the emails is store in a array which has a size of 100 items.
Emails count is now unlimited. The emails status are written to a file named "<PilotName>_emails.bin" where "<PilotName>" is the name of the pilot.

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JeremyaFr
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Post by JeremyaFr » Thu Sep 29, 2022 7:10 pm

UPDATE

Hello,
I've updated the concourse hook.

New features are:
  • planet selection and position on a per-mission basis
  • custom animations and sounds for these animations on a per-mission basis
Suppose that the mission is "[MissionDir]\[Mission].tie".
To override the mission settings, create a file named "[MissionDir]\[Mission]_concourse.txt" or create a section named "[concourse]" in "[MissionDir]\[Mission].ini".
To define the front planet image index, set "FrontPlanetIndex = value". value is the planet index as defined in the "FrontPlanet.dat" file. If the setting is not defined or is -1 then the default game behavior is used.
To define the position of the front planet, set "FrontPlanetPositionX = valueX" and "FrontPlanetPositionY = valueY". When valueX or valueY is -1 then the default behavior is used.

To define animations for the concourse, edit the "ConcourseAnimations.txt" file.
The format is:
roomName, positionX, positionY, datGroupId, delayMin, delayMax, groupName, missionIds
Each line defines an animation.
The valid values for roomName are: concourse.
The datGroupId is the id of the image group in a dat file. The custom dat files are defined in the "Resdata.txt" file.
The delay between animations is random from delayMin to delayMax.
Only 1 animation per groupName is rendered at the same time.
To define the animations on a per-mission basis, set the missionIds setting. It is a space separated list. If an Id is -1 then the animation is played for all missions. If an Id begins with ~ then the animation is not played for the mission.

To define a sound for an animation,
- copy the sound .waw file in the "Sfx" directory
- reference the file in "Sfx\Sfx.lst"
The key for the sound is "concourse_anim_" followed by the image id. For example, if the id is 32002 then the key is "concourse_anim_32002".

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JeremyaFr
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Post by JeremyaFr » Tue Oct 04, 2022 6:00 pm

UPDATE

Hello,
I've updated the concourse hook.

Changes are:
  • the custom sounds are stop on room exit
  • per-room animation loop:
    Only 1 animation per groupName is rendered at the same time. If the group name starts with a '+' character then the animation is looped until the room is reloaded.

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JeremyaFr
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Post by JeremyaFr » Sun Oct 09, 2022 8:30 pm

UPDATE

Hello,
I've updated the concourse hook.

I've improved the starfield.

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JeremyaFr
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Post by JeremyaFr » Sat Jan 07, 2023 12:48 pm

UPDATE

Hello,
I've updated the concourse hook.

You can now define the doors positions in the combat room.

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JeremyaFr
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Post by JeremyaFr » Sat Nov 18, 2023 9:38 pm

UPDATE

Hello,
I've updated the concourse hook.

I've fixed a bug with the starfield.

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