montana05 wrote: ↑Thu Jun 10, 2021 12:33 pm
Well, I need to correct myself, as much as I know subentities can't be added, only restored or removed. Therefore, to simulate movement every time a new ship would be necessary.
Not necessarily. Again, I need to clarify my (theoretical) proposals...
I've been suggesting that all of the wing positions are defined as subentities from the start, defined within shipdata.plist.
In order to prevent that from looking ridiculous, a script can remove all but one of them by default. That might be upon launch or upon spawning for example.
When it comes to time for the subentity to 'move' it is simply removed prior to the subentity that simulates the next position being 'restored'. This could be done sequentially for each required subentity/'frame' of the animation.
Potential sticking point: would subentities sharing coordinates create an issue in the shipdata file, even if they were (likely) never displayed simultaneously?
There's the shipyard displays to consider as well but that's a much smaller issue (especially for wing positions, i.e. why not show them in a static model before you buy).
montana05 wrote: ↑Thu Jun 10, 2021 12:33 pm
For visual effects, I need to update myself again, I think I can recall that it was a major headache to use them for moving object.
I can well believe that...
montana05 wrote: ↑Thu Jun 10, 2021 12:33 pm
However, I would only use them for the process, after the desired position is reached we are back to a subentity.
Right, so it gives us options to use it where it may be helpful.