Hardpoint editing.

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Thunderchild
Posts: 13
Joined: Mon Aug 23, 2004 5:58 pm

Hardpoint editing.

Post by Thunderchild »

What took is required to edit a hardpoint of a ship inside a packaged mod? Say I want to increase the rate of fire on a ship, maybe make the hull stronger, and give it fighter launch support..How would I go about doing this?
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Pheonix Starflare
Posts: 254
Joined: Wed Mar 31, 2004 8:20 pm
Location: Boston, MA, USA

RE: Hardpoint editing.

Post by Pheonix Starflare »

Is it your mod or another one?
If it's yours you just need to change the .def's and re-package it.
If its someone else's you'd need their permission to get access to the un-datted mod files so that you can change them. The purpose of the .dat file is to simplify mod distribution but also to protect the intellectual property of whoever made the mod.
"An optimist sees a glass half full, a pessimist sees a glass half empty and an engineer sees a glass thats twice as big as it has to be."

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DamoclesX
Posts: 872
Joined: Thu Apr 08, 2004 10:50 pm
Location: Canada

RE: Hardpoint editing.

Post by DamoclesX »

I think..

this is just my theory

but if you have the def.. you can use it to override the games def it calls from the mod.. or just rename it to like hyperion_verion1.def or something.

something to think about.. maby I"ll release the defs along with the mod(which is going to be really soon)
Jason Blaz
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