Mon Nov 27, 2006 11:32 am by RimShot
hey guys, long time no see..
well i made some experiments with this in the past and i think it might help, let you know my experiences.
mShipProps only handle ship docking, NOT undocking.
as you know rings and moors share the same basecode (ex. li01_01_base)
so theres 2 referers to 1 base, and no matter what, all ships will undock from the base which is written first in the systems .ini file (note: to test this, change the docking_fixture's docking_sphere property to "jump" and move the moors to the top of the systems .ini file)
but the only way to handle ship docking is mShipProps,
there is only "berth" and "moor" to restrict docking access.
however if you use "moor", theres no way i know around pressing the esc key to exit the cut sequence.
once i was working on a mod that would make mooring work properly, but like so many things, i didnt finish it.
i was making new thn files for everey planet, used a screenshot from the game as the background -with the planet, ring, etc using 3d models, it really gave the illusion of your ship still mooring in space. (tho there were no npcs flying around, lol)
anyways, i'll tell you what i would do..
i'd make moors use "jump" docking property. (no esc key, but any ship can dock)
i'd assign a new basecode to each mooring fixture (ex. li01_51_base),
i'd change the base .ini files (exclude playership, or even create new thn),
make a clone of the docking_fixture which is invisible,
duplicate the docking_fixture entry in the system's .ini file,
put it above the visible one, and turn it 180° (that's if the ship undocks from the wrong side -not sure if it's needed with the "jump" property, but iirc it is true for the "moor" property)
i think that's it, hope it helps someone.