Custom Hangars
Moderator: JeremyaFr
Re: Custom Hangars
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
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Hello,
You can try that:
EDIT: link removed
You can try that:
EDIT: link removed
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've merged the changes from the WIP version into the stable version.
Hello,
I've merged the changes from the WIP version into the stable version.
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the hangars hook.
I've fixed a bug where the sfoils are closed for object 0 when the Shuttle is not loaded.
Hello,
I've updated the hangars hook.
I've fixed a bug where the sfoils are closed for object 0 when the Shuttle is not loaded.
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
WIP
Hello,
Here is a WIP version of the hangars hook.
I've added a ShuttleAnimationElevation setting to set the elevation of the shuttle.
EDIT: link removed
Hello,
Here is a WIP version of the hangars hook.
I've added a ShuttleAnimationElevation setting to set the elevation of the shuttle.
EDIT: link removed
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've merged the WIP version into the stable version.
Hello,
I've merged the WIP version into the stable version.
- ual002
- Posts: 982
- Joined: Wed Sep 24, 2008 2:23 am
I don't supposed there is a way to make any FG# a potential mothership thru the mission.ini is there?
Currently it seems that the engine thru Allied can provide 2 potential hangars for the player by setting the Arrival Primary and Secondary motherships in Allied. In my tests setting the departure motherships in allied don't actually make that ship prompt to enter the hangar( for the player).
Lets say I have a mission where in R1 I launch from an ISD, in R2 I land in the hangar of a platform as part of a story element, and then in R3 I land finally in a modified Frigate. I see no current way to do this in allied, and I'm not even sure the game can load more that two hangar scenes, but I'm wondering if its possible?
The added benefit that is if there is an unlimited number of hangar scenes I could set it so that every friendly mothership in a mission with a hangar is a potential repair and rearm point as well.
Currently it seems that the engine thru Allied can provide 2 potential hangars for the player by setting the Arrival Primary and Secondary motherships in Allied. In my tests setting the departure motherships in allied don't actually make that ship prompt to enter the hangar( for the player).
Lets say I have a mission where in R1 I launch from an ISD, in R2 I land in the hangar of a platform as part of a story element, and then in R3 I land finally in a modified Frigate. I see no current way to do this in allied, and I'm not even sure the game can load more that two hangar scenes, but I'm wondering if its possible?
The added benefit that is if there is an unlimited number of hangar scenes I could set it so that every friendly mothership in a mission with a hangar is a potential repair and rearm point as well.





- ual002
- Posts: 982
- Joined: Wed Sep 24, 2008 2:23 am
Another request, it appears DrawShadows = 0 looks like a global setting in the hooks_hangars.cfg, I dont supposed it could be a per hangar setting in the mothership.ini [HangarObjects] section?





-
- Posts: 1157
- Joined: Mon Apr 05, 2004 11:01 pm
Basically, allow the Player and AI FG's to have unlimited "Arrival by" and unlimited "Depart by" motherships/stations (with their unique hangar.opts) however those are assigned via the mission.tie or mission.ini files.
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- ual002
- Posts: 982
- Joined: Wed Sep 24, 2008 2:23 am
Yes,
In theory you could set up a mission where every friendly mothership with a hangar model could be set, allowing the player to rearm/ or repair just about everywhere.





- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
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UPDATE
Hello,
I've updated the hangars hook.
I've added a PlayerAnimationStraightLine setting.
To set the player craft straight line animation length, set "PlayerAnimationStraightLine = value". value is an integer. The default value is 0.
Hello,
I've updated the hangars hook.
I've added a PlayerAnimationStraightLine setting.
To set the player craft straight line animation length, set "PlayerAnimationStraightLine = value". value is an integer. The default value is 0.
- Vince T
- Posts: 14028
- Joined: Fri Apr 27, 2001 11:01 pm
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Will negative values to shorten the path?
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the hangars hook.
I've fixed a bug with the roof crane animation.
Hello,
I've updated the hangars hook.
I've fixed a bug with the roof crane animation.
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the hangars hook.
You can now define custom ambient sounds.
The ambient sounds are defined in "Wave\Sfx_HangarAmbient.lst" if the lst file exists, else default values are used.
For each craft, there are 10 items.
To setup Sfx_HangarAmbient, copy the following files to WAVE\Sfx_HangarAmbient\
From WAVE\FE_HIGH_RES\
Copy files:
HNGRAMB0.WAV
HNGRAMB1.WAV
HNGRAMB2.WAV
HNGRAMB3.WAV
HNGRAMB4.WAV
HNGRAMB5.WAV
HNGRAMB6.WAV
HNGRAMB7.WAV
HNGRAMB8.WAV
HNGRAMB9.WAV
Hello,
I've updated the hangars hook.
You can now define custom ambient sounds.
The ambient sounds are defined in "Wave\Sfx_HangarAmbient.lst" if the lst file exists, else default values are used.
For each craft, there are 10 items.
To setup Sfx_HangarAmbient, copy the following files to WAVE\Sfx_HangarAmbient\
From WAVE\FE_HIGH_RES\
Copy files:
HNGRAMB0.WAV
HNGRAMB1.WAV
HNGRAMB2.WAV
HNGRAMB3.WAV
HNGRAMB4.WAV
HNGRAMB5.WAV
HNGRAMB6.WAV
HNGRAMB7.WAV
HNGRAMB8.WAV
HNGRAMB9.WAV
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the hangars hook.
New settings are:
- Droid1ModelIndex
- Droid1Markings
- Droid2ModelIndex
- Droid2Markings
To set the first droid model index, set "Droid1ModelIndex = value". value is an integer. The default value is 311 (HangarDroid).
To set the first droid markings, set "Droid1Markings = value". value is an integer. The default value is 0.
To set the second droid model index, set "Droid2ModelIndex = value". value is an integer. The default value is 312 (HangarDroid2).
To set the second droid markings, set "Droid2Markings = value". value is an integer. The default value is 0.
Hello,
I've updated the hangars hook.
New settings are:
- Droid1ModelIndex
- Droid1Markings
- Droid2ModelIndex
- Droid2Markings
To set the first droid model index, set "Droid1ModelIndex = value". value is an integer. The default value is 311 (HangarDroid).
To set the first droid markings, set "Droid1Markings = value". value is an integer. The default value is 0.
To set the second droid model index, set "Droid2ModelIndex = value". value is an integer. The default value is 312 (HangarDroid2).
To set the second droid markings, set "Droid2Markings = value". value is an integer. The default value is 0.
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the hangars hook.
I've removed the FoldOutside setting. The feature is now applied to all crafts.
You can now define the color and intensity of the hangar light.
To define the light color intensity of the hangar, set "LightColorIntensity = value". value is an integer. The default value is 192.
To define the light color of the hangar, set "LightColorRgb = ######". The default value is FFFFFF.
I've fixed the custom rescue shuttle feature.
Hello,
I've updated the hangars hook.
I've removed the FoldOutside setting. The feature is now applied to all crafts.
You can now define the color and intensity of the hangar light.
To define the light color intensity of the hangar, set "LightColorIntensity = value". value is an integer. The default value is 192.
To define the light color of the hangar, set "LightColorRgb = ######". The default value is FFFFFF.
I've fixed the custom rescue shuttle feature.
- Ace Antilles
- Posts: 7702
- Joined: Sat Jan 22, 2000 12:01 am
- Contact:
@JeremyaFr I just reported a bug to you in XWAU chat with this, to do with camera angle #7.JeremyaFr wrote: ↑Sat Jun 18, 2022 4:11 pmUPDATE
Hello,
I've updated the hangars hook.
I've removed the FoldOutside setting. The feature is now applied to all crafts.
You can now define the color and intensity of the hangar light.
To define the light color intensity of the hangar, set "LightColorIntensity = value". value is an integer. The default value is 192.
To define the light color of the hangar, set "LightColorRgb = ######". The default value is FFFFFF.
I've fixed the custom rescue shuttle feature.
W-I-P: TFTC, MC Viscount Cr., ISD-II Avenger, NL-1 Platform, Ton-Falk Esc. Cr., & Misc.
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
Fixed. Please redownload the hook.Ace Antilles wrote: ↑Sat Jun 18, 2022 11:06 pm@JeremyaFr I just reported a bug to you in XWAU chat with this, to do with camera angle #7.
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the hangars hook.
I've split LoadDroids into LoadDroid1 and LoadDroid2.
Hello,
I've updated the hangars hook.
I've split LoadDroids into LoadDroid1 and LoadDroid2.
Your ship, Captain. I need a drink. - Vince Trageton
Vince T's X-Wing HQ - where the bad guys get their gear
Vince T's X-Wing HQ - where the bad guys get their gear
- Ace Antilles
- Posts: 7702
- Joined: Sat Jan 22, 2000 12:01 am
- Contact:
LightColorIntensityJeremyaFr wrote: ↑Sat Jun 18, 2022 4:11 pmUPDATE
Hello,
I've updated the hangars hook.
I've removed the FoldOutside setting. The feature is now applied to all crafts.
You can now define the color and intensity of the hangar light.
To define the light color intensity of the hangar, set "LightColorIntensity = value". value is an integer. The default value is 192.
To define the light color of the hangar, set "LightColorRgb = ######". The default value is FFFFFF.
I've fixed the custom rescue shuttle feature.
I've never been very good at understanding some of this jargon. Like integers.
If the default value is 192. What would be the numbers in to make it brighter?
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
The range for the LightColorIntensity value is from 0 to 255.Ace Antilles wrote: ↑Sun Jun 19, 2022 5:10 pmLightColorIntensity
I've never been very good at understanding some of this jargon. Like integers.
If the default value is 192. What would be the numbers in to make it brighter?
- JeremyaFr
- Posts: 3838
- Joined: Mon Jan 18, 2010 5:52 pm
- Contact:
UPDATE
Hello,
I've updated the hangars hook.
I've added support for profiles and skins in hangars.
Hello,
I've updated the hangars hook.
I've added support for profiles and skins in hangars.