Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Omniscaper on January 16, 2004, 09:57:34 am
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I've noticed that my game has been crashing with some the controllable Trek ships. I'm surprised no one has had any problems with them. I'm suspecting that the crash stems from the calling in of SUPPORT ships. I've put docking paths on the ships now VIA PCS, but the crashes still occurs. Is there more to pathing docking points than using PCS? TBL perhaps? Need help from those with PATH knowledge. I followed the tutorial to the letter and still CRASH!
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Hmm... are you sticking to the accepted species names of Terran, Vasudan, and Shivan? Since only Terrans and Vasudans have a support ship, if you start giving your ships the race of "Federation" or "Klingon" you are bound to be causing trouble.
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All the data you need is in the pof itself.... um, don;t know what the tutorial is, but the requisites are;
1/ Create a docking point with 2 points (w' coordinates and points). I'm not sure if the name matters, but best to call it 'rearming dock' for safety IMHO
2/ Create a path, proferably using 4 points. Name of the target is something like 'nameofthedockyoujustmade'-01 (the latter being a point, I think)
3/ in the dockpoint screen, click 'add path'. the number in the box should be '0' (assuming you only have the one path... i.e. pathno-1)
Unofrtunately i can;t actually check this, because half the buttons in my copy/s of PCS are corrupted, so I can't actually pof edit anything nowadays. bah.
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MUCHOS GRACIAS!!! Thank you peeps!! One Federation FIGHTER class coming up.
For all those who downloaded playable TREK ships WILL experience crashing do to LACK of "Docking" and "Paths" implementation. I am rectifying the issue as I type this.
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looking at V models, I'm not sure a path is totally necessary, just the point(s)
does ST have fighters ?
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Lets see, there are the raiders which the anti-cardasian terrorist group "Maquis" used for swarm tactics against Cardassia. Those radiders were eventually used by the Federation in the battle which I showed screen caps of.
The runabouts I believe were the first official Federation class of shuttle-like vessels used for long range tactical and explorational purposes. And they look cool. They can be armed with micro-photon torpedoes and work well againts Jemhadar fighters when working in squadrons. Their support capabilities were well established with DS9 before the USS Defiant came into the pictures.
Then there are the non-canon Federation fighter classes used for the PLaystation game StarTrek: Invasion. Excellent designs in my opinion.
http://games.activision.com/games/invasion/STsplit1.html
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Originally posted by magatsu1
looking at V models, I'm not sure a path is totally necessary, just the point(s)
Yeah, i think it is, so the docking ship can reach the target. Also, i think the docker turns of collision detection inbetween the last point and the DP, so it may be needed for that.....
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I opened bomber2v-02 (the vasudan copy of a shivan jobby, I forget the name) and it's "fighter dock" isn't path'd.
Might save Omniscraper some work if it isn't required. :rolleyes:
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I'm attempting to do something different with support ships since Trek dont use support ships. Is it possible to have the final path point or dock point to be a certain distance away from the ship? I want the ability to rearm via transporters. If I can have the dock point or path point at lets say 500 metters away from the ship, I can put a transporter sound kick in instead and rearm the ship from a distance. Perhaps SEXP's can drop the shields before "docking". Any thoughts?
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a dockpoint can be as far "into" a model as you like. Thats looks odd though.
Can't see any reason why the opposite shouldn't apply.
One of the training missions in the original FS campaign has the instructor sabatge your shields, to demonstrate the recharge ability, so that should work, IIRC.
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IMO, there shouldn't be support ships in Trek, not in the way FS does it. If a ship runs out of torpedoes, then its out until it can get to a starbase. As far as the fighter shuttles are concerned, that's a bit of a grey area. What might be cool (if we could get it to work), would be perhaps to have something like a transport ship at the tail of the combat zone for fleet engagements. The transport is loaded with the armament and it is the player's responsability to get within short range transporter distance of the transport, so weapons & supplies can be beamed aboard. We could even have it set so the player actually enters the transport's shield perimeter so beaming can take place. Of course, changing the nature of rearming within the FS engine would require some mod-specific recoding of the game exe (in other words, custom SCP build).
Later!
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or "disable/dissallow support ships" in the mission editor in FRED.
not sure how to make the transport dock with the player ship though.
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Originally posted by Omniscaper
I'm attempting to do something different with support ships since Trek dont use support ships. Is it possible to have the final path point or dock point to be a certain distance away from the ship? I want the ability to rearm via transporters. If I can have the dock point or path point at lets say 500 metters away from the ship, I can put a transporter sound kick in instead and rearm the ship from a distance. Perhaps SEXP's can drop the shields before "docking". Any thoughts?
I can;t think of a reason why not.... although it may be worth considering how to make sure the support ship doesn;t hit stuff.... I'm not sure, but i think collision detection is switched off inbetween the last path point and the actual dockpoint, and IIRc there's a little animation too.
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Also, the ship will very slowly 'glide' to it's 'transporter' point, whereas a fly-by beam-out would be far more effecient.
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collision detection doesn't require dock paths, as far as I know.
When I added a poin to the Ravana, but no path, the argo would insert itself into the right hand fighter bay "pod" and slide through the ship untill it connected with the point.
maybe it's deactivated when the dockee gets within a set range.:doubt:
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Originally posted by magatsu1
collision detection doesn't require dock paths, as far as I know.
When I added a poin to the Ravana, but no path, the argo would insert itself into the right hand fighter bay "pod" and slide through the ship untill it connected with the point.
maybe it's deactivated when the dockee gets within a set range.:doubt:
I think in that case it may have used a default path - i.e. the fighterbay path - and then went to the dock point from the final fighterbay point (the exit point for launching fighters)
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Omni, whenever I have more than a few of your capitals (the Galaxy, Sovvy and a couple of Akira class) my system takes a dump and goes BSOD (IRQ not less than or equal). Never had that aside from when i ran out of power.
So, my question is what version of the scp did you use to run that AWESOME recreation of the Sacrifice of Angels battle?
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What are your system specs? I used 12/05 build.
My specs are:
2.6ghz single XEON
1gb
Ati Radeon 9500pro
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Star Trek, contrary to popular belief DOES have fighters. However they ae not as prominent as ST is more cap ship oriented. Each race has about2-3 fighters. Some have more but as a rule youdon't seemt hem used very often. There are also Carrier class vessels, Cap ships that transport the fighters.
Now you may say, "what's the use of fighters? My galor can pulverize them."
Sure but consider this, the fighter squadron is MUCH more maneuverable than your Galor class. Plus MORE weapons can be brought to bear at once. Can your galor survive 30+ micro quantoms ever few seconds? I don't think so. Don't forget in mostmissions they are being supported by their carrier ship, or in fact, an entire battle group.
A very interesting experience...
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Originally posted by aldo_14
I think in that case it may have used a default path - i.e. the fighterbay path - and then went to the dock point from the final fighterbay point (the exit point for launching fighters)
Hmmm, that never occured to me. But I'm 100% about that Vasudan bomber not being path'd
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the ships crash my game because they are too high in polies and system-intensive....where are those low poly/res versions ya promised us?? :P My game crashes with just 2 Akiras and a Defiant taking out 4 shivan Molochs
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Omni:
2400 Athlon XP (effective 2GHz), 512MB, GeForce FX 5600 256DDR
I've been examining the situation, and it only happens if the Galaxy class warps (on screen) in while other ships are visible and fighting on screen.
Anyway, very nice work. Just been taking the defiant for a spin - I have some comments on her balancing but I'll save 'em for when an0n fixes (if he does) my access to nodewars.