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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Omniscaper on February 02, 2005, 04:20:21 pm

Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Omniscaper on February 02, 2005, 04:20:21 pm
I came across a couple of threads where Bob mentioned animated subobject implementation. Is this an implementation that allows subobject movement other than rotation?

Will X-wing foil movement or Galactica's retracting landing bays be possible now?

Can someone explain to me how launch bay's work in FS? Can a capship launch and land fighters? I've never seen that feature in either FS or FS2's gameplay. I think it would be cool to be able to land and dock with the Galactica or launch them the classic way via the fighter tubes.

Any ideas ?
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: karajorma on February 02, 2005, 05:22:14 pm
Capships have been able to launch and land fighters since Retail :) Look at Faint, Parry, Ripost for an example of the ship launching in action :)

Can't help you with the animation code stuff though.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Deepblue on February 02, 2005, 05:58:49 pm
It probably would be possible to do the animation you want, but don't ask me how.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: aldo_14 on February 02, 2005, 06:17:07 pm
Launch-bay is simply a path which is followed, so it's be very easy to send ships out of a narrow tube.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Omniscaper on February 02, 2005, 07:40:44 pm
But can the player land for reloading and stuff.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Nuke on February 02, 2005, 07:58:49 pm
i think im the only one currently workling with the submodel animation. you can probibly do the sfoils now and would be fairly easy. there are only a few trigger events right now, such as selecting weapons, fighterbay doors,  docking, and theres an initial trigger which is good for setting default turret positions. so far the animations only rotate not translate, however there are a couple ways to induce translations. the first way is to put the object origin way off in the boondocks, and then rotate a degree or two your still rotating but you are using a distant point as your pivot. the other way is to set up a pair of dummy objectsplace the subobject you wish to translate in one dummy object, and place that group into the other. setting uo ypur origins correctly and counter rotating the two dummy objects the real object would translate. works kinda like a jack. as is true with turrets, subobject origins are very important and a child object will inherit the motion of its parent. im not gonna go into the table entries, if you can find the animations build you will have found the instructions as well. and they were pretty straightforward.

landings can be scripted in fred, the only thing missing is a garage door opener :D
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Taristin on February 02, 2005, 08:09:37 pm
Quote
Originally posted by Omniscaper
But can the player land for reloading and stuff.


Err. There could probably be a sexp associated with the docking bay.
Something akin to:

<
--is distance
---alpha1
---galactica
---fighterbay
----100
--set subsystem strength


and do the same for set secondary. (if such flags exist) and set them to infinite repeat.


No?
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Omniscaper on February 02, 2005, 08:17:37 pm
I'm actually looking for some kind of autodock for the player. OInstead of have a support ship dock with you (it would be funny if the huge Galactica would go out of its way just to dock with the puny player)

What mission in FS or FS2 involved fighter bay docking anyway? Or was it just launching?
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Trivial Psychic on February 02, 2005, 08:41:00 pm
One way to simulate your docking rearm, would be to have a dockpoint on your capship in the pods, then have your player approach that point and then map a key to trigger an event with the player-use-ai sexp and a docking order.  Then chain it to a has-docked-delay, then rearm the player ship (I think there's a sexp to do that) and repair subsystem dammage, followed by an undock command and then toggle-off the player-use-ai and you're back in the game.  Of course, that leaves your wingmen high and dry, since AI is not set up to recognize a capship to have rearming capabilities.  It'd likely require some major code changes, which would then render my previous sexp scripting, unneccessary.

As for launching fighters, what you'd want is them to depart out of the tubes, then land in the pods.  In FSO, you can't (yet) designate which bay of a ship that a figther will land or take off from.  It has been proposed in the past, and I have brought up a means of possibly restricting these actions through scripting using a hypothetical sexp that would descriminate between fighterbay paths by their path name, allowing one to designate wing to arrive from paths bay07, bay08, and bay09 and then depart through paths bay10, bay11, and bay12.  These would need to be controllable both from both the ships and wings editors, as well as through sexps, should conditions need to change in-mission.

Later!
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Nuke on February 02, 2005, 08:49:11 pm
i honestly never remember seeing a fighter land in a fighterbay during the game.  its possible however the ship doesnt look like its making a landing it looks like its making a kamekasi attack, flying into the bay at high speeds and at funky roll angles. ve been pushing for a passive rearm mode, so that it may get ammo by flying near a docking port, and then giving the ship over to ai so that it may dock, rearm, undock and then give control back to the player.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Jaeger on February 02, 2005, 08:57:13 pm
I recall some scattered missions in FS1 and ST where Orions had to deploy escape pods. In Feint! Parry! Riposte!, the NTD Repulse launched wings of Lokis, and in Argonautica, the Aquitane launched a couple escape pods (only time I've ever seen that useless bucket of bolts actually launch anything:lol: ). And let's not forget our favorite Shivan super juggernaut launching Maras and Basilisks. There were no actual docking missions.


Would be nice to see if in-mission fighter docking could be done. I doubt the technology in BSG is quite up to par with subsystem repairs formed on-the-fly like that though.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: deep_eyes on February 03, 2005, 12:20:08 am
Galactica launches fighters from either side "Fins" shooting out launch tubes like a aircraft carrier only on eitherside of the vessel.

landing is another issue however, kinda think of it this way,  A battlestar does have 4 landing paths (either dorsal from the front or back), and the launching from the sides, however that leads to atleast another 2 paths per side (since those paths i think only go up 2 six or so).

omni gotta find someone who can path that. its alot.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Mongoose on February 03, 2005, 01:47:23 am
You yourself launch from the Bastion's fighterbay in "The Great Hunt" in FS1...at least, you start out right in front of it, so it gives you the impression of launching.  There are many instances of fighters launching from fighterbays, including but not limited to the Galatea's escape pods in "Doomsday" and the wing of Scorpions, I think, in "Playing Judas."  As I said, there's quite a few more.  In FS2, the most memorable one I can think of is launching from the Aquitaine's fighterbay at the beginning of "Mystery of the Trinity," where you and your wings go on patrol into the nebula.  This is a particularly cool sequence; the other wings are right in front of you, and as you yourself take off, the Aquitaine begins to move itself, making you feel like you're really pulling away from her.  There are many other cases where allied/enemy ships are launched, including two wings from the Colossus in "Their Finest Hour."

I can't recall any specific misison where other fighters entered into a fighterbay, but I have played several fan-made campaigns where this is utilized.  As for you yourself departing a mission by entering a fighterbay, it isn't possible yet, although it would be uber-cool and much more realistic in certain missions.  It always cracked me up when you "returned to base" by jumping out right next to the ship that was your base. :p
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Omniscaper on February 03, 2005, 03:42:12 am
How about this, is there a sexp that will disallow docking unless within a certain distance? A fighter could fly inside Galactica's fighter bay and approach a designated spot. When the distance is reached, Galactica could make the final maneuver to ti complete the dock like a support ship. Of course this would look funny from the outside, but its the player ship I'm talking about. From the player's perspective it would looklike you were making the final docking maneuver. The problem with this is, will the other fighters know where to go in order to get rearmed/repaired.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Taristin on February 03, 2005, 08:32:27 am
Quote
Originally posted by Jaeger
and in Argonautica, the Aquitane launched a couple escape pods (only time I've ever seen that useless bucket of bolts actually launch anything:lol: ).  


That's because it doesn't have a real docking bay. It has a subsystem floating below the hull, but there's no actual shaft, or entrance anywhere on the ship.

And in the first nebular exploration mission (Mystery if the Trinity?) you launch from on the wings... Very odd.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Nuke on February 03, 2005, 10:09:14 am
id like a little check box in fred
x player departs to landing bay
so that when you alt-j in mission, you are autopiloted to the docking bay specified in the departure cues. but that doesent sound as much fun as making a bsg style landing manually.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: karajorma on February 03, 2005, 10:21:35 am
No need for a checkbox AFAIK. I've not tried it but a FREDder should be able to do that simply by taking AI control of the player when Alt-J is pressed and ordering the ship to depart through the fighter bay.

If that doesn't work you can always end the mission with another SEXP once the AI has placed the player a small enough distance from the fighterbay subsystem.

If I'm correct you can do it in one or two SEXPs for any player ship.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Sesquipedalian on February 03, 2005, 02:06:36 pm
Quote
Originally posted by Mongoose
As for you yourself departing a mission by entering a fighterbay, it isn't possible yet, although it would be uber-cool and much more realistic in certain missions.
:doubt: Yes it is.  It has been since 3.4.  Clickity (http://www.hard-light.net/forums/index.php/topic,12033.0.html)
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: vyper on February 03, 2005, 02:18:51 pm
It's just dodgey if you're a bad pilot ;)
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Nuke on February 03, 2005, 03:06:17 pm
i didnt realise how bad the ai was untill i let it fly my ship, thats sad.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Mongoose on February 03, 2005, 03:44:53 pm
I didn't even realize it was, since I've never seen it utilized.  Memo to campaign gurus: get cracking! :D
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Trivial Psychic on February 03, 2005, 08:07:18 pm
Quote
Originally posted by Mongoose
I can't recall any specific misison where other fighters entered into a fighterbay, but I have played several fan-made campaigns where this is utilized.


Um, Arjuna wing in "Playing Judas" enters the Lucifer's docking bays.  If you don't go straight for the docking bay as soon as you're ordered to, but instead pull back and wait, you will see Arjuna wing entering the docking bay of the Lucifer.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Nuke on February 04, 2005, 02:09:50 pm
it would be nice if fighters would enter the bay level with the cap ship. it just looks wierd the way they fly in now.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: aldo_14 on February 04, 2005, 05:39:01 pm
?

Just put tight fighterpaths for the last 2 vertices...
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: StratComm on February 04, 2005, 05:44:40 pm
I think what Nuke means is that fighters have a tendency to "land" on flat fighterbay surfaces at really odd angles.  So if they should be landing on an Orion's landing strip, they are more often upside down or on their sides.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Nuke on February 04, 2005, 09:34:15 pm
yea, the fighter should enter at a set roll angle rahter than whatever it happens to be when if ligns up with the path points.
Title: Can my Galactica model have retractable and functional landing bay's?
Post by: Starman01 on February 06, 2005, 08:37:27 am
Second that. Would be nice if we could get a workaround for this landing behaviour.