Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Trivial Psychic on October 15, 2005, 11:35:00 pm
-
Howdy:
What's the maximum number of bay paths one can have on a model? I ask because I got this message while loading a new model recently:
Assert: bay_num >= 1 && bay_num <= MAX_SHIP_BAY_PATHS
File: C:\fs2_open\code\ship\Ship.cpp
Line: 6902
-
looks like 10.
-
Too bad. I guess this is in place since it was never expected that more than 10 ships would need to launch from a ship at once. If (Warning: repeat feature request) a method of indicating which bays a ship or wing arrives from or departs through could be implimented, then a larger number of bay paths would be practical.
-
I'm having the same problem with a ship from one of the local mods I'm a staff member on, the ship has the points and the game crashes even with one ship Can I gat some HEELLPP!
-
Maybe a silly idea, but how about adding more than one fighterbay, making them "nontargetable" if you wish to be them not visible in the target window, and then add the allowed fighterbays per subsystem.
I'm pretty sure, the limit is per subsystems, since my big carriers have 2 fighterbays with each 6 paths.
But I have never tested if a $fighterbay03 is allowed, my maximum was always 2.
Still, the max ship per wing is 6 (I maybe mistaken though), you will still have quite a mess in fighterbays, needs some good positions to avoid collissions.
-
Actually, all of the paths on the model I was having trouble with, each went to different bay subsystems, and were listed as such in the pof data. Instead of them being tied to the hull submodel, I'd bound them to the subsystems.
-
So, how many bays and paths are you using (and on which model, if I might ask) ?
-
2 bays on 1 parent subsystem(fighterbay), and about 5 or 6 paths. Well, since the model is converted I guess it would be ok.... It's the Vager Carrier from Homeworld 2. I tryed reducing the number of paths but it won't work if the fighters arr to lauanch from it.
-
The problem will not occur while converting, it will come up when the paths are going to be used (earlier it results into CTD, but AFAIK Goobers has done something about that).
However, I have never tried adding a fighterbay to a subsystem, I thought it can only exist on the mainhull. Maybe that's your problem.
-
No no, I stated that wrong. I ment subsystem in-game. the parent is $fighterbay
-
In that case, if you have only 5-6 paths per bay (named $bay01 to $bay05) with the parent $fighterbay01 (or $fighterbay02)everything should work, if you set the paths correct that is.
(note that the paths on the second fighterbay must be named $bay06 to bay10 then)
Vertices 0 on the path is the one that is most far away from the fighterbay and has the biggest radius, and both values get smaller the closer you get to the fighterbay-subsystem. I use only 3 vertices per path, but you should be able to use more if you want a more complex flightpath
BTW, not sure that helps, so what's your problem anyway ? :)
@Goober : Trivial Psychic mentioned it above, I hope you haven't forgotten about that feature with the selectable fighterbays ? :)
-
Originally posted by Starman01
@Goober : Trivial Psychic mentioned it above, I hope you haven't forgotten about that feature with the selectable fighterbays ? :)
No, I haven't. But with all the other features, I have a long list. :p
-
One concern about the bay-selection feature would be backwards compatability. There are several ships in both FS1 and FS2, that have more than 1 figherbay subsystem. Obviously, you'd want to preserve the original missions rather than have arriving or departing fighters, forced to use one bay or another. Therefore, I suggest that (assuming that its selectable via a drop-down tab in the arrival/departure cues) there be an option of " < default > ", which, if selected, would cause the selected ship or wing, to use the existing method of the code deciding which paths the ships should follow. It would probably require that any ships that designers want to be able to take advantage of this feature, be configured so that the bay paths are attatched in the path data, to the fighterbay subsystem, rather than to the hull submodel.
-
There shouldn't be any concern about that. The blatently simple solution is that if the bay is not specified, pick the way it does now.