Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Overlord on August 18, 2004, 01:30:13 pm
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Is it possible to make cap-ships playeble? :confused:
Fred always sais "Invalid ship type for a player".
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It is. but it'll cause instability when they recieve damage to subsystems.
The hud can only track so many subsystems, and if you recieve damage to 6 of your turrets, the game will crash.
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http://www.hard-light.net/forums/index.php/topic,25209.0.html
I wondered the same thing.
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Then can someone change the HUD-code so it doesn't crash?
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There isn't big enough demand for that to happen. Besides, you have no control (virtually) in a capship... it'd be boring.
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and there are no stupid questions, only stupid people.
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tobad you cant give turrets commands like you give wingmen...
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[color=66ff00]I've always wondered why some people want to run the entire capship. Imagine how lethal they would be if you had a person behind each turret and another flying the thing and controlling power usage.
XWing Alliance had such a setup. Was cool to have someone fly the falcon with 2 gunners. :nod:
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But if you have something like a Hecate or Hatshepsut that has 30+ turrets. That's a lot of people....
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I've tried to be a Sobek against a Cain and my Sobek had fired automaticly its turrets (except Beam-turrets).
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Yes. because you have No Control over your subsystems.
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Hmm. If you pressed a key to designate a priority target for your ships turrets it could work. When the target gets destroyed the designation is removed and turrets act normally. Any turrets that can't fire (due to being Huge, small only, target out of FOV, out of range, etc) would ignore this and pick their own targets as per usual.
Still wouldn't be much fun though IMO.
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Well, I didn't feel like typing all that :p But yes. It would be lame