Help with a new missile
Posted: Tue Mar 20, 2007 11:58 pm
For the final version of Assassins.oxp, I've introduced a new missile. The missile is only available at one OXP station and the player has to do a lot to obtain it. His mission is to go to an outpost and pick up a missile, then deliver it somewhere else. Sounds easy, but he's chased all the way by uber ships. Then when he docks, the Main Power is out, so he has to explore the station on foot get the main power back on line and then load up with the special missile (this missile is necessary to complete the next mission). Got the code done for this and special missile works as it should. But, if possible I'd like the missile to be shown on the HUD pylon with a different graphic to the normal missile. I've figured out that Commander Wyven did this with his Nuke, by adding in descriptions:-
OK. So I could do a <key>EQ_ASSASSINS_MISSILE</key> and then add some numbers after it, to define the HUD icon. Trouble is I've no idea what these numbers mean!
Just a simple square would do, just to mark that the special missile is on the pylon!
Anybody have any ideas how to do this?
Code: Select all
<!-- icons for the hud -->
<key>EQ_NUKE_MISSILE</key>
<array>
<integer>0</integer> <integer>2</integer>
<integer>2</integer> <integer>1</integer>
<integer>2</integer> <integer>-3</integer>
<integer>0</integer> <integer>-3</integer>
<integer>-2</integer> <integer>-3</integer>
<integer>-2</integer> <integer>1</integer>
</array>
</dict>
Just a simple square would do, just to mark that the special missile is on the pylon!
Anybody have any ideas how to do this?