schiffe baubar machen

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06 May 2016 14:45 #79443 by TZ
Replied by TZ on topic schiffe baubar machen
also ich wollte die odysee mit den laser ausrusten gefunden hab ich das schon nur den rest versteh ich halt nicht

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06 May 2016 14:48 #79445 by TZ
Replied by TZ on topic schiffe baubar machen
hier muss ich doch was ändern oder

<!--Projectiles-->
<Projectile Name="Proj_Odyssey_Railgun">
<Variant_Of_Existing_Type>Proj_Tauri_Railgun_General</Variant_Of_Existing_Type>
<Projectile_Damage>80.0</Projectile_Damage>
</Projectile>
<Projectile Name="Proj_Odyssey_AGK">
<Variant_Of_Existing_Type>Proj_Tauri_AGK_General</Variant_Of_Existing_Type>
<Projectile_Damage>500.0</Projectile_Damage>
</Projectile>
<Projectile Name="Proj_Odyssey_Superlaser">
<Variant_Of_Existing_Type>Proj_Tauri_Superlaser</Variant_Of_Existing_Type>
<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
<Projectile_Damage>13000.0</Projectile_Damage><!--900-->
<Projectile_Max_Flight_Distance>1700.0</Projectile_Max_Flight_Distance>
</Projectile>



<HardPoint Name="HP_ODYSSEY_F_ALB">
<Type> HARD_POINT_WEAPON_SPECIAL </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_ASGARD_LASER</Tooltip_Text>
<Health>400.0</Health>
<Death_Explosion_Particles> SG_Small_Explosion_Space </Death_Explosion_Particles>
<Death_Explosion_SFXEvent>Explosion_Hardpoint</Death_Explosion_SFXEvent>
<Attachment_Bone>F_ALB_00</Attachment_Bone>
<Collision_Mesh>F_ALB_00</Collision_Mesh>
<Fire_Bone_A>MuzzleA_10</Fire_Bone_A>
<Fire_Bone_B>MuzzleA_11</Fire_Bone_B>
<Fire_Cone_Width>40</Fire_Cone_Width>
<Fire_Cone_Height>180.0</Fire_Cone_Height>
<Fire_Projectile_Type></Fire_Projectile_Type>
<Blast_Ability_Fire_Projectile_Type>Proj_Odyssey_Superlaser</Blast_Ability_Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>10.0</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>10.0</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>1</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>2200.0</Fire_Range_Distance>
<Fire_SFXEvent>Weapon_Plasma_Beam_Asgard</Fire_SFXEvent>
<Projectile_Appearance_Delay_Frames> 3 </Projectile_Appearance_Delay_Frames>
<Fire_Category_Restrictions> Fighter, Bomber, Transport </Fire_Category_Restrictions>
<Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 30.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 5.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 1.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>
<Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting>
<Allow_Opportunity_Fire_When_Idle>False</Allow_Opportunity_Fire_When_Idle>
</HardPoint>

<HardPoint Name="HP_ODYSSEY_AGKS_1">
<Type> HARD_POINT_WEAPON_MISSILE </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_TAURI_RAKETENWERFER</Tooltip_Text>
<Health>400.0</Health>
<Damage_Type>Damage_Hero_Cruiser</Damage_Type>
<Death_Explosion_Particles> SG_Small_Explosion_Space_Ancient </Death_Explosion_Particles>
<Death_Explosion_SFXEvent>Explosion_Hardpoint</Death_Explosion_SFXEvent>
<Attachment_Bone>ML_AGKS_00</Attachment_Bone>
<Collision_Mesh>ML_AGKS_00</Collision_Mesh>
<Fire_Bone_A>MuzzleA_00</Fire_Bone_A>
<Fire_Bone_B>MuzzleA_01</Fire_Bone_B>
<Fire_Cone_Width>260.0</Fire_Cone_Width>
<Fire_Cone_Height>160.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Odyssey_AGK</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>6.0</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>9.0</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>2</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>1.0</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1550.0</Fire_Range_Distance>
<Fire_SFXEvent>Weapon_Heavy_Missile_Tauri</Fire_SFXEvent>
<Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 1.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 30.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 5.0 </Fire_Inaccuracy_Distance>
<Fire_Category_Restrictions> Fighter, Bomber, Transport </Fire_Category_Restrictions>
</HardPoint>

<HardPoint Name="HP_ODYSSEY_F_RB">
<Type> HARD_POINT_WEAPON_LASER </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_TAURI_SCHWERE_RAILGUNBATTERIE</Tooltip_Text>
<Health>350.0</Health>
<Damage_Type>Damage_Hero_Cruiser</Damage_Type>
<Death_Explosion_Particles> SG_Small_Explosion_Space </Death_Explosion_Particles>
<Death_Explosion_SFXEvent>Explosion_Hardpoint</Death_Explosion_SFXEvent>
<Model_To_Attach>F_RB_T_00,F_RB_T_01</Model_To_Attach>
<Attachment_Bone>F_RB_00</Attachment_Bone>
<Collision_Mesh>F_RB_00</Collision_Mesh>
<Fire_Bone_A>MuzzleA_03</Fire_Bone_A>
<Fire_Bone_B>MuzzleA_02</Fire_Bone_B>
<Fire_Cone_Width>200.0</Fire_Cone_Width>
<Fire_Cone_Height>160.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Odyssey_Railgun</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>1.5</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>3.5</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>8</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.08</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1550.0</Fire_Range_Distance>
<Fire_SFXEvent>Weapon_Railgun_v2_Tauri</Fire_SFXEvent>
<Fire_Inaccuracy_Distance> Fighter, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 5.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 25.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 5.0 </Fire_Inaccuracy_Distance>
</HardPoint>
<HardPoint Name="HP_ODYSSEY_MF_RB">
<Type> HARD_POINT_WEAPON_LASER </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_TAURI_SCHWERE_RAILGUNBATTERIE</Tooltip_Text>
<Health>350.0</Health>
<Damage_Type>Damage_Hero_Cruiser</Damage_Type>
<Death_Explosion_Particles> SG_Small_Explosion_Space </Death_Explosion_Particles>
<Death_Explosion_SFXEvent>Explosion_Hardpoint</Death_Explosion_SFXEvent>
<Model_To_Attach>M_RB_T_00,M_RB_T_01</Model_To_Attach>
<Attachment_Bone>M_RB_00</Attachment_Bone>
<Collision_Mesh>M_RB_00</Collision_Mesh>
<Fire_Bone_A>MuzzleA_04</Fire_Bone_A>
<Fire_Bone_B>MuzzleA_05</Fire_Bone_B>
<Fire_Cone_Width>200.0</Fire_Cone_Width>
<Fire_Cone_Height>160.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Odyssey_Railgun</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>1.5</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>3.5</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>8</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.08</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1550.0</Fire_Range_Distance>
<Fire_SFXEvent>Weapon_Railgun_v2_Tauri</Fire_SFXEvent>
<Fire_Inaccuracy_Distance> Fighter, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 5.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 25.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 5.0 </Fire_Inaccuracy_Distance>
</HardPoint>
<HardPoint Name="HP_ODYSSEY_MR_RB">
<Type> HARD_POINT_WEAPON_LASER </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_TAURI_SCHWERE_RAILGUNBATTERIE</Tooltip_Text>
<Health>350.0</Health>
<Damage_Type>Damage_Hero_Cruiser</Damage_Type>
<Death_Explosion_Particles> SG_Small_Explosion_Space </Death_Explosion_Particles>
<Death_Explosion_SFXEvent>Explosion_Hardpoint</Death_Explosion_SFXEvent>
<Model_To_Attach>M_RB_T_02,M_RB_T_03</Model_To_Attach>
<Attachment_Bone>M_RB_01</Attachment_Bone>
<Collision_Mesh>M_RB_01</Collision_Mesh>
<Fire_Bone_A>MuzzleA_06</Fire_Bone_A>
<Fire_Bone_B>MuzzleA_07</Fire_Bone_B>
<Fire_Cone_Width>200.0</Fire_Cone_Width>
<Fire_Cone_Height>160.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Odyssey_Railgun</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>1.5</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>3.5</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>8</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.08</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1550.0</Fire_Range_Distance>
<Fire_SFXEvent>Weapon_Railgun_v2_Tauri</Fire_SFXEvent>
<Fire_Inaccuracy_Distance> Fighter, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 5.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 25.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 5.0 </Fire_Inaccuracy_Distance>
</HardPoint>
<HardPoint Name="HP_ODYSSEY_R_RB">
<Type> HARD_POINT_WEAPON_LASER </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_TAURI_SCHWERE_RAILGUNBATTERIE</Tooltip_Text>
<Health>350.0</Health>
<Damage_Type>Damage_Hero_Cruiser</Damage_Type>
<Death_Explosion_Particles> SG_Small_Explosion_Space </Death_Explosion_Particles>
<Death_Explosion_SFXEvent>Explosion_Hardpoint</Death_Explosion_SFXEvent>
<Model_To_Attach>R_RB_T_00,R_RB_T_01</Model_To_Attach>
<Attachment_Bone>R_RB_00</Attachment_Bone>
<Collision_Mesh>R_RB_00</Collision_Mesh>
<Fire_Bone_A>MuzzleA_08</Fire_Bone_A>
<Fire_Bone_B>MuzzleA_09</Fire_Bone_B>
<Fire_Cone_Width>90.0</Fire_Cone_Width>
<Fire_Cone_Height>160.0</Fire_Cone_Height>
<Fire_Projectile_Type>Proj_Odyssey_Railgun</Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>1.5</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>3.5</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>8</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.08</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>1550.0</Fire_Range_Distance>
<Fire_SFXEvent>Weapon_Railgun_v2_Tauri</Fire_SFXEvent>
<Fire_Inaccuracy_Distance> Fighter, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 10.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 5.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 15.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 25.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 5.0 </Fire_Inaccuracy_Distance>

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  • Locutus
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06 May 2016 15:25 #79447 by Locutus
Replied by Locutus on topic schiffe baubar machen
Unit_Space_Tauri_BC_304.xml öffnen, und bei den Hardpoints den Asgardlaser-Hardpoint der Oddy (HP_ODYSSEY_F_ALB,) rein kopieren.
Sieht dann so aus:
<HardPoints>
      HP_BC304_ENGINE,
      HP_BC304_SHIELD,
      HP_BC304_AGKS,
      HP_BC304_F_RB,
      HP_BC304_MF_RB,
      HP_BC304_MR_RB,
      HP_BC304_R_RB,
      HP_BC304_HANGAR1,
      HP_BC304_HANGAR2,
      HP_ODYSSEY_F_ALB,
    </HardPoints>
Das war's schon:)

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06 May 2016 15:46 #79449 by TZ
Replied by TZ on topic schiffe baubar machen
ich will ja das nur asgart laser als waffen sind

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06 May 2016 17:30 #79453 by Imperial
Replied by Imperial on topic schiffe baubar machen
Der Asgard Laser von denen ist HP_ODYSSEY_F_ALB, den nimmst du halt.

Ganz so einfach nimmt es dir das Spiel aber nicht an, denn es muss noch spezifiziert werden auf welchen Hardpoints der Laser laufen soll.

Bei der Odyssey sind es diese 4 Tags:

<Attachment_Bone>F_ALB_00</Attachment_Bone>
<Collision_Mesh>F_ALB_00</Collision_Mesh>
<Fire_Bone_A>MuzzleA_10</Fire_Bone_A>
<Fire_Bone_B>MuzzleA_11</Fire_Bone_B>

Dabei musst du keine 3 verschiedenen Hardpoint Namen des Modells einfügen, es funktioniert auch wenn bei allen 4 der gleiche Name steht, solange dieser sich nur auf den Modell drauf befindet. Ich weiß ja nicht wass für ein Schiff es nutzen soll, deshalb müsstest du mit den Alo Viewer Tool die Model Datei öffnen und einen der Hardpoint Namen ("Show Bones Checkbox") herauslesen und eintragen. Download:
modtools.petrolution.net/tools/AloViewer

Du findest den Namen des Models das du haben willst im Tag <Space_Model_Name>, und kannst dannach suchen in ./Mods/Stargate/Data/Art/Models
Diese 4 Tags zu ändern kannst du dir nur dann sparen wenn es sich um das gleiche Model der BC-304 handelt, weil dieses ja auch die gleichen Hardponits hat.

Ich empfehle einfach diesen Code in die Xml deines Schiffes einzufügen (wenn es auch in HardPointdataFiles.xml eingetragen ist), dann die 4 Hardpoint Namen des Models einkopieren und den Namen dieses Hardpoints (Asgard_Laser) in den <Hardpoints> Tag deines Schiffes einzutragen:

<HardPoint Name="Asgard_Laser">
<Type> HARD_POINT_WEAPON_SPECIAL </Type>
<Is_Targetable>Yes</Is_Targetable>
<Is_Destroyable>Yes</Is_Destroyable>
<Tooltip_Text>TEXT_WEAPON_ASGARD_LASER</Tooltip_Text>
<Health>400.0</Health>
<Death_Explosion_Particles> SG_Small_Explosion_Space </Death_Explosion_Particles>
<Death_Explosion_SFXEvent>Explosion_Hardpoint</Death_Explosion_SFXEvent>

<Attachment_Bone>Hier_Eingügen</Attachment_Bone>
<Collision_Mesh>Hier_Eingügen</Collision_Mesh>
<Fire_Bone_A>Hier_Eingügen</Fire_Bone_A>
<Fire_Bone_B>Hier_Eingügen</Fire_Bone_B>

<Fire_Cone_Width>40</Fire_Cone_Width>
<Fire_Cone_Height>180.0</Fire_Cone_Height>
<Fire_Projectile_Type></Fire_Projectile_Type>
<Blast_Ability_Fire_Projectile_Type>Proj_Odyssey_Superlaser</Blast_Ability_Fire_Projectile_Type>
<Fire_Min_Recharge_Seconds>10.0</Fire_Min_Recharge_Seconds>
<Fire_Max_Recharge_Seconds>10.0</Fire_Max_Recharge_Seconds>
<Fire_Pulse_Count>1</Fire_Pulse_Count>
<Fire_Pulse_Delay_Seconds>0.2</Fire_Pulse_Delay_Seconds>
<Fire_Range_Distance>2200.0</Fire_Range_Distance>
<Fire_SFXEvent>Weapon_Plasma_Beam_Asgard</Fire_SFXEvent>
<Projectile_Appearance_Delay_Frames> 3 </Projectile_Appearance_Delay_Frames>
<Fire_Category_Restrictions> Fighter, Bomber, Transport </Fire_Category_Restrictions>
<Fire_Inaccuracy_Distance> Fighter, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Bomber, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Transport, 70.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Corvette, 30.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Frigate, 5.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Capital, 1.0 </Fire_Inaccuracy_Distance>
<Fire_Inaccuracy_Distance> Super, 1.0 </Fire_Inaccuracy_Distance>
<Allow_Opportunity_Fire_When_Targeting>False</Allow_Opportunity_Fire_When_Targeting>
<Allow_Opportunity_Fire_When_Idle>False</Allow_Opportunity_Fire_When_Idle>
</HardPoint>




In meiner Tutorial Playlist findest du mehr generelle Details zur Bearbeitung von Xmls:
www.youtube.com/playlist?list=PLild8kZ8-...aGqLWuJdGFSSXlrv3B_9

Teil 10 beginnt Coding auszuführen, und Teil 15 geht auf die Hardpoints ein:


Tut mir leid dass die auf englisch sind, ist so weil ich damals mehr User erreichen wollte.

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06 May 2016 17:58 #79454 by TZ
Replied by TZ on topic schiffe baubar machen
immer noch die odysee will ich mit den lasern ausrusten

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06 May 2016 18:06 #79455 by TZ
Replied by TZ on topic schiffe baubar machen
kann ich das auch einfach kopieren und durch das andere Ersetzen

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06 May 2016 20:10 #79457 by Imperial
Replied by Imperial on topic schiffe baubar machen

immer noch die odysee will ich mit den lasern ausrusten

Die odysee hat, soweit ich weiß ja schon einen Asgard laser. Willst du noch mehr von denen hinzufügen?
Oder kann es sein dass du die Odysee der alten 1.3 Version für Eaw aufrüsten willst?

Für den Fall dass du einfach weitere Asgard Laser dazutun willst; Kopiere den Asgard_Laser Code wie in meinen letzten Post beschrieben in deine .xml Datei und siehe in den Alo viewer nach den Hardpoint, der es nutzen soll - dann passe diese 4 Tags an.

Einfacher gehts nicht mehr, Copy paste funktioniert nur bis zu einem gewissen maße - aber nicht wenn ich keine Ahnung habe wie die Hardpoints heißen werden auf die du die Laser montiert haben willst, sorry.

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12 Jul 2016 19:40 #81266 by Ronananium
Replied by Ronananium on topic schiffe baubar machen
Hey alle, ich habe mir vor kurzem erst das Spiel und den Mod zu gelegt (vor 2 wochen) ich spiele fleissig. Nun würde ich gerne auch mal die Antiker oder Ori zocken. Da ich selber aber die absolute null im Programmen oder sonst was bin mal die Frage ob mir jmd eine fertige Dabei geben könnte? LG

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12 Jul 2016 19:51 #81267 by Imperial
Replied by Imperial on topic schiffe baubar machen
Ich schreibe gerade an einem kleinen Programm zum Herbeimogeln beliebiger Einheiten, es ist allerdings noch nicht fertig und würde noch 2 Monate brauchen.

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