StartShipHardPointConfig

StartShipHardPointConfig(, , , , , , , , , , , , , , )

Description

Defines a hardpoint that can contain a subsystem such as a production facility, a subsystems module (eg. platform control, research module), a sensor system or a buildable weapon. Note: it is recommended that the hardpoint is one that exists on the HOD file. Note: See this discussion (http://forums.relicnews.com/showthread.php?s=&threadid=23059) on invisible hardpoints. Note: See this discussion (http://forums.relicnews.com/showthread.php?t=57202) on innate and indestructible hardpoints.

Example

StartShipHardPointConfig(NewShipType, "Production 1", "HardPoint_Production1", "System", "Production", "Destroyable", "", "Vgr_C_Production_Fighter", "Vgr_C_Production_Corvette", "Vgr_C_Production_Frigate", "", "", "", "", "") Note: the above example defines a hardpoint on a Vaygr carrier, able to build one of the three production facilities.

Arguments

: A reference to the type of object. Should generally be NewShipType. <sHardPointName>: the name of the hardpoint. <sJointName>: the name of the joint in Maya. <sHardPointType>: the type of hardpoint. Can be "Weapon", "Production" or "System". <sHardpointFamilyName>: the name of the family this harpoint belongs to. Can be "Production", "Innate", "Sensors" or "Generic". <sHealthType>: determines the effect that damage has upon this subsystem. Can be "Indestructible", "Damagable" or "Destroyable". <sDefaultSubsystem>: the name of the subsystem that appears here by default (e.g. when the ship is built). <sFittingSubsystem1> to <sFittingSubsystem8>: the names of the subsystems that can be built on this hardpoint.