http://www.neurohack.com/transcendence/ ... php?t=2173
Thanks a lot for it.
My goal is to actually make a 6 armor facing playership, devided to forward port, forward starboard, port, starboard, aft port, aft starboard (as opposed to those 6 with forward, forward starboard, forward port, aft, aft starboard, aft port)
First part is easy to understand, just wondering what is the meaning of areaSet, since other playership mods (like Angelus) doesn't use it.
Code: Select all
<Armor>
<ArmorSection start="315" span="90" armorID="&itReactiveArmor;" areaSet="0,2" />
<ArmorSection start="225" span="90" armorID="&itReactiveArmor;" areaSet="3,4" />
<ArmorSection start="45" span="90" armorID="&itReactiveArmor;" areaSet="7,13" />
<ArmorSection start="135" span="90" armorID="&itReactiveArmor;" areaSet="1,6" />
</Armor>
1. How you make the game change the "color status" of the armor to the next picture in the .bmp file, when the armor gets damaged.
2. The meaning of each line in the armor code.
3. Where they get the image: "imageID="&rsZubrinArmor;"?
Code: Select all
<ArmorDisplay>
<ArmorSection name="forward"
imageID="&rsZubrinArmor;"
imageX="0" imageY="0" imageWidth="52" imageHeight="29"
destX="42" destY="15" hpX="55" hpY="14"
nameY="8" nameBreakWidth="200" nameDestX="0" nameDestY="10" />
<ArmorSection name="starboard"
imageID="&rsZubrinArmor;"
imageX="52" imageY="0" imageWidth="22" imageHeight="59"
destX="92" destY="45" hpX="95" hpY="60"
nameY="30" nameBreakWidth="360" nameDestX="12" nameDestY="0" />
<ArmorSection name="port"
imageID="&rsZubrinArmor;"
imageX="142" imageY="0" imageWidth="22" imageHeight="59"
destX="22" destY="45" hpX="15" hpY="60"
nameY="52" nameBreakWidth="200" nameDestX="0" nameDestY="8" />
<ArmorSection name="aft"
imageID="&rsZubrinArmor;"
imageX="74" imageY="0" imageWidth="68" imageHeight="14"
destX="34" destY="103" hpX="55" hpY="105"
nameY="74" nameBreakWidth="360" nameDestX="12" nameDestY="0" />
</ArmorDisplay>
Regards,
Zazu