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Laporkan kesalahan penerjemahan
like modular boilers or modular weapons
and i don't think there are any restrictions as of yet, other than some clever use of crew movement paths where you have modules that are split in two sections that can only be accessed from a different one and even that can be bypassed with corridors.
anyway already tried pearing into the deep dark that costum crew/troops?
module needs crew,
this crew needs a simple(distant look) from the spritesheet
and a animationbundle(how it animates and where the limbs are attached as well as)
at the same time needs a animationappearance where the body parts in use are listed, located in the img and sized.
you can also change the particles like bloodsprays and the sounds they make
this is the whole reason why re-skining is simple but you hardly see any new looking crew, because if it's human like you only need to change their appearance. buecuse you only need to add one thing
well i guess you could copy a plane but then change it's stats to be more spider/marine like(CanFly: nope,) there is allot you can do.
you can say how far they can jump(or at all), how fast they are, if they can board or if they are anti-air.
if you give someting "ismachine": true, it will auto-deploy and start figthing stuff on it's own but it also can be repairble or be a one time use thing that is not able to be fixed in the field like smart ammo.
it's why i like that zark in 3 months-ish will change the crew animation from point based vectors to your traditional animated sprites that use standard animation frames as that is much easier for the lame-man to use.