Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: comICEMAN on August 04, 2003, 08:01:29 am
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Sorry when this is already somewhere but i didn found it.
How can i make a Ship Flyable? Because i want that all Shivan Ships flyable are and some other ships too.
What must i exactly type in the ships.tbl ?
(ant the weapons; to usw all weapons)
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The ships mainly need an eye-point, some don't have it. And I think there is a player allowed flag? Something like that...
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Originally posted by Raa Tor'h
there is a player allowed flag?
:nod: add the "player_ship" flag into the ship flags
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Originally posted by comICEMAN
Sorry when this is already somewhere but i didn found it.
How can i make a Ship Flyable? Because i want that all Shivan Ships flyable are and some other ships too.
What must i exactly type in the ships.tbl ?
(ant the weapons; to usw all weapons)
Have a look on the VolitionWatch Archives. If I remember correctly there is a mod there called Dreadful Shivans or something similar that has this already set up for you.
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No eyepoint is required because if FS2 finds no eyepoint it sets up a default one at 0,0,0.
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Can i make a cruiser flyable?
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Originally posted by comICEMAN
Can i make a cruiser flyable?
Nope
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Actually you can, but you have to drop the cruiser flag.
I've flown a Sathanas before. :nods: Turrets don't like it though.
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Originally posted by Raa Tor'h
Actually you can, but you have to drop the cruiser flag.
I've flown a Sathanas before. :nods: Turrets don't like it though.
realy ? and what is with the laser's or better with all weapons ? thats a lot of work to edit that all
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You just fly about and let the computer aim your turrets. Then after a while you take some damage, the computer trys to display 12 different damage reports, fails and falls over.
If you're going to fly capships make sure you make them invulnerable first.
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Or make sure nothing with beams is around. I tried flying a deimos around a ********* carrier and got sliced in half resulting in a crash.
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Okok.... so, as example i want to make the LILITH driveable...
What must i change, to fly (fighter-class etc.), and what that the game doesnt crach (subsystems etc.)
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You will need to add the fighter or bomber flag, and give it a shield icon, a ship icon and a weapon loadout icon.
Don't ask the command line for those, I don't remember them correctly perhaps:
$Shield_icon:
$Ship_overhead - this is the WL image
$Ship_icon - this is the ship selection icon
Copy these three lines from the Ulysses for example.
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Okay, you want to fly a Lilith...
first you have to add the flags "player_ship" "default_player_ship" to the ship.
next you need to give the ships some icons... like sheild iconsm ect. So right after the $Closeup_zoom: and the $Score: fields, add something like
$Shield_icon: shield-b05
$Ship_icon: iconbomber05
$Ship_anim: ssbomber05
$Ship_overhead: loadbomber05
... that will give the lilith the Ursa icon when you target it, and for the ship selection screen.
Next, you'll want to specify what weapons the ship can carry, even though you will not be able to fire primary or secondary weapons unless you edit the Lilith model itself. But if you dont specify which weapons the ship can carry, freespace may not let you start a mission.
just copy any terran or vasudan fighter loadout.
that should be all you have to do. You'll be able to fly the ship in any mission you make, BUT if too many of your turrets get damaged, the game will crash. To fix this you must go to the HUD set up screen and disable the Damage view.
yeah.
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OK thanks i'll try it out now...
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You can't use turrets unless it's got a "bomber" flag.
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Öhm... i've got an problem... when i start game, and choose profile, i'm back in windows (???)
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right... erase the "cruiser" flag and replace it with a "bomber" flag.
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Yeah fine, but can anyone help me first, getting the game started?
STOP, now it works... my 5th. reinstallation ^^
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OK whats wrong?
$Name: SC Lilith
$Short name: TCruise3
$Species: Shivan
+Tech Description:
XSTR(
"The SC Lilith class of Shivan cruisers is a far-deadlier foe than the Cain class. Nearly impenetrable armor plating enables it to withstand tremendous punishment, enabling its nine turrets to lash out at warships and combat spacecraft with impunity.", -1)
$end_multi_text
$POF file: cruiser03.pof
$Detail distance: (0, 900, 2000, 7000)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 1.0
$Max Velocity: 0.0, 0.0, 20.0
$Rotation time: 110.0, 110.0, 75.0
$Rear Velocity: 0.0
$Forward accel: 10.0
$Forward decel: 5.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 100.0
$Expl outer rad: 600.0
$Expl damage: 200.0
$Expl blast: 2000.0
$Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 600.0 ;; speed shockwave expands at, 0 means no shockwave
$Shockwave Count: 2
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" "Lamprey" "Maxim")
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" )
$Default PBanks: ( "Subach HL-7" "Prometheus R" )
$Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." )
$Allowed Dogfight SBanks: ( "Tempest D" "Hornet D" )
$Default SBanks: ( "Harpoon" )
$SBank Capacity: ( 500 )
$Shields: 100
$Shield_icon: shield-b05
$Ship_icon: iconbomber05
$Ship_anim: ssbomber05
$Ship_overhead: loadbomber05
$Power Output: 90.0
$Max Oclk Speed: 12.0
$Max Weapon Eng: 100.0
$Hitpoints: 75000
$Flags: ( "player_ship" "default_player_ship" "bomber" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 15000
$EngineSnd: 134 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -279
$Closeup_zoom: 0.5
$Score: 210
$Subsystem: turret01,1,1.0
$Default PBanks: ( "SAAA" )
$Subsystem: turret02,1,1.0
$Default PBanks: ( "Shivan Turret Laser" )
$Subsystem: turret03,1,1.0
$Default PBanks: ( "Shivan Turret Laser" )
$Subsystem: turret04,1,1.0
$Default PBanks: ( "Shivan Turret Laser" )
$Subsystem: turret05,1,1.0
$Default PBanks: ( "Shivan Turret Laser" )
$Subsystem: turret06,1,1.0
$Default PBanks: ( "Shivan Turret Laser" )
$Subsystem: turret07,3,1.0
$Default PBanks: ( "LRed" )
$Subsystem: turret08,4,1.0
$Default SBanks: ( "Shivan Cluster" )
$Subsystem: turret09,4,1.0
$Default SBanks: ( "Shivan Cluster" )
$Subsystem: sensors, 5,0.0
$Subsystem: communication, 3,0.0
$Subsystem: engine, 15,0.0
$Subsystem: weapons, 10,0.0
$Subsystem: navigation, 2.5,0.0
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You need to move the
$Shield_icon: shield-b05
$Ship_icon: iconbomber05
$Ship_anim: ssbomber05
$Ship_overhead: loadbomber05
and put it under the $Closeup_zoom:
and the $Score:
.... what exactly is the problem anyway?
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When i start map, it loads the first 2 bars and then it crashed
OK i moved it, and now it doesnt crash... thats good, but i cant find it in the ship selection bar in the game (editor works in the team loadout)
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Is that normal that i havent got any weapons???
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Right, not sure that it will work if you are trying to select it in loadout, you have to make yourself the ship in Fred.
And yes, that is perfectly normal, ALL guns on a capital ship are turrets, and therefore computer controlled.
Flipside ;:)
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Ok, i have put some weapons in the POF editor but in the weapons selection screen i cannot do any weapon on the ship (no banks) and when i go to the ship selection screen the game crash
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Here is an example of a flyable fenris class cruiser...
$Name: @GTK ManKuso
$Short name: TCruise
$Species: Terran
+Tech Description:
XSTR("The GTK (Galactic Terran Kuso) is a ship. ", 3045)
$end_multi_text
$POF file: cruiserFF.pof
$Detail distance: (0, 650, 1500, 5000)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 1.0
$Max Velocity: 0.0, 0.0, 20.0
$Rotation time: 35.0, 35.0, 30.0
$Rear Velocity: 0.0
$Forward accel: 10.0
$Forward decel: 5.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 125.0
$Expl outer rad: 650.0
$Expl damage: 200.0
$Expl blast: 3500.0
$Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "Subach HL-7" "Terran Turret2" "Plasma-Beam" "Akheton SDG" "Morning Star" "Prometheus R" "Prometheus S" "Maxim" "UD-8 Kayser" "Mekhu HL-7" Lamprey" "Circe" "Phalanx" "Flak-Cannon-S")
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" "Morning Star D" "UD-D Kayser" "Maxim D" "Mekhu HL-D" "Akheton SDG" Lamprey" "Circe")
$Default PBanks: ( "Subach HL-7" "Prometheus S")
$Allowed SBanks: ( "Rockeye" "Flak-Cannon-M" "Flak-Cannon-L" "Tempest" "TAG-A" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "Piranha" "Infyrno" "Cyclops" "Helios" "TAG-C" "Vasudan Quad Bomb" )
$Allowed Dogfight SBanks: ( "Rockeye D" "Tempest D" "Hornet D" "Tornado D" "Harpoon D" "Trebuchet" "Piranha" "Infyrno D" "Cyclops" "Helios" "TAG-A" "TAG-B" "TAG-C" "EMP Adv.")
$Default SBanks: ( "Harpoon" "Harpoon" "Harpoon" )
$SBank Capacity: ( 4050, 3500, 3000 )
$Shields: 0
$Power Output: 90.0
$Max Oclk Speed: 30.0
$Max Weapon Eng: 100.0
$Hitpoints: 40000
$Flags: ( "bomber" "in tech database" "player_ship" "default_player_ship" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -315
$Closeup_zoom: 0.5
$Shield_icon: shieldft-01
$Ship_icon: iconfighter2t-01
$Ship_anim: ssfighter2t-01
$Ship_overhead: loadfighter2t-01
$Score: 100
$Subsystem: turret01, 2, 5.0
$Default PBanks: ( "TerSlash" )
$Subsystem: turret03, 2, 5.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret04, 2, 5.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret05, 2, 5.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret06, 2, 5.0
$Default PBanks: ( "AAAf" )
$Subsystem: turret07, 2, 5.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret08, 2, 5.0
$Default PBanks: ( "Terran Turret" )
$Subsystem: turret09a-01-main, 8, 10.0
$Default SBanks: ( "Fusion Mortar" )
$Subsystem: radar01a-dish, 5, 0.0
$Subsystem: sensors, 4, 0
$Subsystem: weapons, 4, 0.0
$Subsystem: engine, 30, 0.0
$Engine Wash: Default100
it works fine for me. you can just copy this entry into your ships.tbl and change the $model file: to your lilith cruiser...
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But you will have to make the turrets and subsystems correspond...
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.... oh yeah.... forgot about that...
$Name: @GTK ManKuso
$Short name: TCruise
$Species: Terran
+Tech Description:
XSTR("The GTK ManKuso (Galactic Terran Kuso) is a ship.", 3045)
$end_multi_text
$POF file: cruiserFF.pof
$Detail distance: (0, 650, 1500, 5000)
$Show damage: YES
$Density: 1
$Damp: 0.2
$Rotdamp: 1.0
$Max Velocity: 0.0, 0.0, 20.0
$Rotation time: 35.0, 35.0, 30.0
$Rear Velocity: 0.0
$Forward accel: 10.0
$Forward decel: 5.0
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 125.0
$Expl outer rad: 650.0
$Expl damage: 200.0
$Expl blast: 3500.0
$Expl Propagates: YES ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed: 500.0 ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks: ( "Subach HL-7" "Terran Turret2" "Plasma-Beam" "Akheton SDG" "Morning Star" "Prometheus R" "Prometheus S" "Maxim" "UD-8 Kayser" "Mekhu HL-7" Lamprey" "Circe" "Phalanx" "Flak-Cannon-S")
$Allowed Dogfight PBanks: ( "Subach HL-D" "Prometheus D" "Morning Star D" "UD-D Kayser" "Maxim D" "Mekhu HL-D" "Akheton SDG" Lamprey" "Circe")
$Default PBanks: ( "Subach HL-7" "Prometheus S")
$Allowed SBanks: ( "Rockeye" "Flak-Cannon-M" "Flak-Cannon-L" "Tempest" "TAG-A" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "Piranha" "Infyrno" "Cyclops" "Helios" "TAG-C" "Vasudan Quad Bomb" )
$Allowed Dogfight SBanks: ( "Rockeye D" "Tempest D" "Hornet D" "Tornado D" "Harpoon D" "Trebuchet" "Piranha" "Infyrno D" "Cyclops" "Helios" "TAG-A" "TAG-B" "TAG-C" "EMP Adv.")
$Default SBanks: ( "Harpoon" "Harpoon" "Harpoon" )
$SBank Capacity: ( 4050, 3500, 3000 )
$Shields: 0
$Power Output: 90.0
$Max Oclk Speed: 30.0
$Max Weapon Eng: 100.0
$Hitpoints: 40000
$Flags: ( "bomber" "in tech database" "player_ship" "default_player_ship" )
$AI Class: Captain
$Afterburner: NO
$Countermeasures: 0
$Scan time: 2000
$EngineSnd: 128 ;; Engine sound of ship
$Closeup_pos: 0.0, 0.0, -315
$Closeup_zoom: 0.5
$Shield_icon: shieldft-01
$Ship_icon: iconfighter2t-01
$Ship_anim: ssfighter2t-01
$Ship_overhead: loadfighter2t-01
$Score: 210
$Subsystem: turret01,1,1.0
$Default PBanks: ( "SAAA" )
$Subsystem: turret02,1,1.0
$Default PBanks: ( "Shivan Turret Laser" )
$Subsystem: turret03,1,1.0
$Default PBanks: ( "Shivan Turret Laser" )
$Subsystem: turret04,1,1.0
$Default PBanks: ( "Shivan Turret Laser" )
$Subsystem: turret05,1,1.0
$Default PBanks: ( "Shivan Turret Laser" )
$Subsystem: turret06,1,1.0
$Default PBanks: ( "Shivan Turret Laser" )
$Subsystem: turret07,3,1.0
$Default PBanks: ( "LRed" )
$Subsystem: turret08,4,1.0
$Default SBanks: ( "Shivan Cluster" )
$Subsystem: turret09,4,1.0
$Default SBanks: ( "Shivan Cluster" )
$Subsystem: sensors, 5,0.0
$Subsystem: communication, 3,0.0
$Subsystem: engine, 15,0.0
$Subsystem: weapons, 10,0.0
$Subsystem: navigation, 2.5,0.0
here's the revised version.
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OK now the Lilith can shoot...
But what must i do now (only that no whole script) to repair the ship selection crash? And a fix for the weapon selecting should be good, because i must press reset before i can arm it.
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I'm not sure about the ship selection crash... ive had that problem before.
Try making a new level from scratch, that might solve the problem.
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The Ship-choose Problem is stil there.
And i have only 2 Laser Banks and 1 Rocket bank.
But i've added 3 Laser Bank and 2 Rocket Banks.
What must i do to fix that?
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...........................not sure what the problem is. Did you copy the ship entry i posted above? I don't know what else the problem could be. Maybe try and extract the icons for the ship from sparky.vp , and put them in the interface/hud folders.
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Don't do it in ship selection, edit the map so you start off with the ship as your vessel, otherwise, you're doomed to failure.
Also, Don't put sourself too close to other vessels, 'cuz my sathanas rammed a myrmadon on entry, and was obliterated.
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It works in the ship selection for me :\
and ive done it with 4 ships... :\
:blah:
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well, unless there truly is a need for it, I wouldn't. Why do you want to choose between a Fenris, and an Aten? :lol:
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Because, it can be that you fly a bigger ship in one mission.
So i think it crashes because 3 images are missing.
1. the fighter in mini (left in the ship selection)
2. the fighter in big (weapon selection)
3. the fighter data (upper-right of ship selection)
can i add them?
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BUT mainly I think cause I don't use turrents, I use standard fighter gunpoints... IE: Defiant, White Star... If you're willing to sacrifice turrents, try simply arming all of those weapons as gunpoints using only fighter weapons. (don't let the comp shoot anything)... See if it makes a difference with that version...