Update Quick Start
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# Quick Start
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If all you want to do is get going with the system by getting your own items up and running in the shop, replace the ship mesh, and the station mesh then start here. This will also show you how to replace the included pawn with one of your own and transfer the logic over if you so desire.
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If all you want to do is get going with the system by getting your own items up and running in the shop, replace the ship mesh, and the station mesh then start here. This will also show you how to replace the included pawn with one of your own and transfer the logic over if you so desire.
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I'll be using the Third Person Template as a starting point. Once you have added MSSS to your existing project, there will be a folder containing all the assets you need to get started.
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I'll be using the Third Person Template as a starting point. Once you have added MSSS to your existing project, there will be a folder containing all the assets you need to get started.
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Under the *Details* window, typically on the right of the screen, there is a *Default Value* section expand the variables default values and expand the *HardpointLoadout* and *HardpointDisplayNames* section. Click the little trash can icon on each to reset the Maps to have no entries, then proceed to add new entries. The *HardpointLoadout* map defines your sockets and the maximum allowed class in that slot. The *HardpointDisplayNames* map simply finds each socket and assigns a display name for in the shop for that socket. So in each *HardpointLoadout* and *HardpointDisplayNames* input your socket names exactly as you named them and assign the appropriate max class and display name for each socket.
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Under the *Details* window, typically on the right of the screen, there is a *Default Value* section expand the variables default values and expand the *HardpointLoadout* and *HardpointDisplayNames* section. Click the little trash can icon on each to reset the Maps to have no entries, then proceed to add new entries. The *HardpointLoadout* map defines your sockets and the maximum allowed class in that slot. The *HardpointDisplayNames* map simply finds each socket and assigns a display name for in the shop for that socket. So in each *HardpointLoadout* and *HardpointDisplayNames* input your socket names exactly as you named them and assign the appropriate max class and display name for each socket.
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Once that is finished, that is it! You now have custom attach locations for hardpoints and weapons on your custom ship mesh.
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![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS7.png)
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![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS8.png)
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![](https://git.crabinteractive.com/crabdev/MSSS-Documentation/raw/branch/main/Images/QS9.png)
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Once that is finished, that is it! You now have custom attach locations for hardpoints and weapons on your custom ship mesh. If you want to move the logic over to a different pawn rather than using the included one, check out the *Replacing Pawn* section of the documentation.
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## Replacing Station Mesh
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