Jump point privateer remake

Need help testing contributed art or code or having trouble getting your newest additions into game compatible format? Confused by changes to data formats? Reading through source and wondering what the developers were thinking when they wrote something? Need "how-to" style guidance for messing with VS internals? This is probably the right forum.
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ack2000
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Jump point privateer remake

Post by ack2000 »

trying to remake the jump point and its not working.

files of how it looks right now avail for those who can help

avi how i want it to look ->http://www.1webspace.biz/ack2000/index.html

Also is there anyway to change it from orb to be square or at actual objs like babylon 5 type jump?


Thanks
ack2000
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Post by ack2000 »

could some at least point to where in the code jump points are defined as orbs? PLEASE!
jackS
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Post by jackS »

the physical appearance of jump points isn't hard coded. The model associated with a jump point is degined in the units.csv file.
ack2000
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Post by ack2000 »

Thank you. I assume its the jump planet?
ack2000
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Post by ack2000 »

You also have to modify the system file


unit

jump_planet add a bfxm(obj shape) to line.

in system file you have to change it
\Vegastrike\Privateer\sectors\Gemini (This is from privateer remake)

orginal
<planet name="Jump_To_War" file="jump.png" alpha="ONE ONE" radius="256" gravity="0" x="10" y="16000" day="240" destination="Gemini/War"/>

change to
<unit name="Jump_To_War" file="jump_planet" alpha="ONE ONE" radius="256" gravity="0" x="10" y="16000" day="240" destination="Gemini/War"/>


this is important detail when you change the system file to say jump_planet it use this a prefix on the targeting system.
So if you want it to say something else needs to be changed in the unit file
hellcatv
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Post by hellcatv »

I thought it looks at wormhole.stable and wormhole.unstable

both vega strike and the WCU change the jump point model using wormhole.whatever
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http://vegastrike.sourceforge.net/
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