MOD AUTHORS - Major Script/System Revisions!

Are the new AttackRun parameters in use anywhere yet? Or just “in the system” for future use?

-Stefan-

You can use them right now… I was careful to put the proper names in the release notes… If you have any trouble, PM me. Or better, start a thread so that people can learn with us :wink:

The ‘break for time’ params are handy for making your design tighter (time instead of variable distance/speed).

The angular range one is amazing for ships with guns that can turn a bit… they can swoop in and attack with their guns tracking until they can’t turn to compensate anymore - at which point they can break off and do it again. The visual/feel difference is really nice. But - really gotta repeat this - it’s only a useful feature when your unit can be effective attacking without facing the target head on.

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Wow. So much good stuff. Damn exciting, just don’t suggest a proper B5 style jump effect is possible. I might start crying tears of joy. :stuck_out_tongue:

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Describe this in detail…?

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Would be epic, that’s for sure ! :smiley:

I’m also following the UI changes with interest !

It’s actually pretty difficult to find a video of a B5 jump point, here is quick one: https://youtu.be/4kqH_xN3uzM Normally I try to avoid anything related the the new movies. :smile:

The Jump Point is actually cone shaped, kinda hard to see that in the video. The exit animation is pretty much the same, just reversed and with a blue colour instead of red.

For ships with engines, the engines flare as the ship enters.

EDIT: Another, quality isn’t as good but has a better angle and has a jump out at the end: https://youtu.be/s3HRQ18A0mc

a video to illustrate :

If I remember correctly (Zeelich will correct me if I’m wrong), the biggest problem at the time of the HW2 mod was to find a way to simulate the wormhole which is not moving and to make the ship appearing with a speudo zoom effect like you see in the video

Edit : oops, didn’t see @jkent response, sorry ^^

based on my memories of the effect I’d try to implement it with a scaling animation supplementing a motion animation, but unfortunately even if you can tie animations to jumping(which I’m not sure you can) as far as I know HWR still doesn’t support scaling of joints, let alone animating it.

If I remember also, the important show stopper was having separate jump in and jump out animations. Jump in is blue and jump out is red-orange-yellow-ish.

Took me a little hunting to sort this out, due to the existance of the old “scripts/gamerules” folder, but the place for all this is the “scripts/rules” folder, right? I am I right that leveldata/multiplayer is now only for the actual multiplayer levels, no gameplay scripts, but leveldata/campaign is still where mission scripting goes?

More or less, yes!

I still don’t understand completely the properties,
The strings and numbers are easy but what about Abilities, Weapons, Hardpoints, etc…
I haven’t seen a clear way to set them up.

Is there any example that uses this, I haven’t seen any ship using it, so I’m pretty lost.

The line before your quoted chunk sets some contex…

It seems to pretty about future possible developments rather than how things currently work.

So right now we have no way to change those values, I guess we will need to use the Classic HW2 method, of using separate ship files.