@guy, on Sep 11 2007, 10:37 PM, said in Changing ships then changing back:
I'm pretty sure it was both, hence "EV/O ports".
It was both, and it was slouch -- one of the EV experts who posts rarely, but always with quality. Here are the ship hanger plugs for the ports: EVC, EVO (for Guy's port). zapp, if you study those plugs you should be able to figure out whether it's feasible to do in your project.
EDIT: If you search the 'boards for posts by slouch that contain the word "hanger," you might find more info on the technique.
EDIT (AGAIN): As much as I think hangar solutions are whizz-bang cool, I've actually always thought that it would be interesting to play a storyline in which the player was occasionally required to switch to specific ship types -- by buying them or capturing them -- in order to continue the story. In the pursuit of whatever drives the plot, the players would be forced to "stay loose," being willing to give up whatever dear deathwagon they had constructed in order to move toward the goal.
Without a hangar available, a story like that could re-introduce money worries into a game in which raking in the dough can get far too easy for experienced players. Time constraints could be used so that, each time a ship change was required, the player would have to make tough choices about outfitting, too (do I go to the port where I can upgrade my turret, or to the one where I can get an engine tune-up?). You just need a good "pull" to get the player to make the sacrifice of changing his or her ship: a promise that somewhere down the road there's a fancy outfit, an exciting battle, or an emotionally rewarding plot development.
Anyway, that's what I might do. It's got the added advantage of being much simpler technically, too.
This post has been edited by Dr. Trowel : 11 September 2007 - 10:38 PM