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-- MODding something or other (https://volitionwatch.game-warden.com/vwbb/showthread.php?threadid=1184)


Posted by Snipes on 01-26-2001 10:57 PM:

How dare you leech off my topic...

[This message has been edited by Snipes (edited 01-26-2001).]


Posted by Max Sterling on 01-27-2001 02:45 AM:

Oh no! The rolling eyes of death!

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-Max
<A HREF="http://www.robotechlan.com/freespace2" TARGET=_blank> </A>


Posted by Snipes on 01-27-2001 03:12 AM:

Max is afraid of these:

I wonder what he thinks about:






Posted by Snipes on 01-27-2001 06:08 AM:

MODding something or other

What is the point of PATHS, and how do you put them in simply and easily?


Posted by AZONIC on 01-27-2001 06:45 AM:

oh and modder experts go here please
[url="http://www.volitionwatch.com/ubb/Forum5/HTML/000042.html"]http://www.volitionwatch.com/ubb/Forum5/HTML/000042.html[/url]


Posted by AZONIC on 01-28-2001 02:53 AM:



sorry snipes needed the question answered


Posted by Ghost of Bobboau on 01-28-2001 08:14 AM:

an exerpt of my FSMM2 tutorial

::
This section describes useing the Paths section of FSMM2, paths are simalar to waypoint paths in how they operate. paths are made of a serise of vertices, each of wich is composed of an X,Y,Z and a radius.
Note: this is a very bugy section of FSMM2 I recomend you save several backups of your model throughout working on this section, be sure to read through all instructions before you start experimenting

to make a new path:
1) click the add path button
2) select the new path
3) in the name feild type $path## or $bay## (for fighter bays) were ## is a number like 01
4) Parent is for what ever the path is for, if this path is for a subsystem type $subsystem if it is for a turret type Turret## (name of the turret's Object Parent, if you don't know don't wory), if it is a dock type $dock01-01 (this is for the first docking point on the first dock), fighter bays can be children of just about anything but it is common practise to make them children of a $fighterbay subsystem or the main hull
5) add the total number of verts you are going to want
6) now save the model, when you do this FSMM2 will crash, but the model should not be corupted if you only make one path at a time.
7) open up FSMM2 again, and reload your model, go to the path section and select the path you were working on and select the first vertice
8) type in the X,Y,Z of the fist waypoint position, the first point the AI will use when atacking or docking, remember farthest first
9) give it a radius the first one should be fairly large, if you have 4 points give the first one a radius of 1000, the second one 100, third 10, and fourth 1
10) I don't know what the turret section dose, I have never used it and my paths have worked fine
11) repeat steps 8-9 for all the verts
12) repeat steps 1-11 for all paths

Note: do not add any verts except when you first make the model, this would corupt your model, and that is a bad thing




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I was here then I wasn't, now I'm dead


Posted by Snipes on 01-28-2001 03:21 PM:

Where is your FSMM Modding tutorial? I need it for some wee thingies


Posted by Ghost of Bobboau on 01-29-2001 07:27 AM:

it is in a file folder somewere in my hard drive.

still working on it.

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I was here then I wasn't, now I'm dead


Posted by Max Sterling on 01-30-2001 09:09 AM:

So, are you dead Bobboau?

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-Max
<A HREF="http://www.robotechlan.com/freespace2" TARGET=_blank> </A>


Posted by Slanker on 01-30-2001 09:22 AM:

quote:
Originally posted by Snipes:
Max is afraid of these:



Don´t joke about that! I know what I mean..


Posted by Ghost of Bobboau on 01-31-2001 03:09 AM:

I'm not dead, but the name I origonaly used for this site sudenly died, and I figured I would have it back soon so I just picked some stupid temporary name so I could answer questiona and such, but no, nobody fixed it.

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I was here then I wasn't, now I'm dead


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