Hard Light Productions Forums

Hosted Projects - Standalone => The Babylon Project => Topic started by: Whitelight on September 03, 2007, 04:29:57 pm

Title: shadow carrier fighterbay
Post by: Whitelight on September 03, 2007, 04:29:57 pm
Someone had asked in another thread if the shadow carrier had a fighterbay, well it doesen`t..  :(

The reason i`m posting is because I have edited the carrier and placed a fighterbay in it.
If anyone is interested in it and can upload it somewhere i`d be happy to e-mail it to them so it can be at your disposal.

I`d also have to include the table file. Also to keep the original carrier from overriding it I have name it SH Carrier2.pof.
So if anyone is interested, post away.  :D

(edit) the bays are pathed also, forgot to mention that, sorry.
Title: Re: shadow carrier fighterbay
Post by: akenbosch on September 03, 2007, 04:38:36 pm
shadows fighters "unmerge" from the anything "carrying" them. seen the battle of gorash yet?
Title: Re: shadow carrier fighterbay
Post by: Whitelight on September 03, 2007, 04:47:28 pm
I don`t recall it if i`ve seen it..
If it`s in one of the 5, b5 season dvd`s I do have it.
Title: Re: shadow carrier fighterbay
Post by: akenbosch on September 03, 2007, 04:50:02 pm
its a section of an episode. you can see it on youtube:


http://www.youtube.com/watch?v=RYB8RcuKbaw&mode=user&search=

the shadow crab launches a small clluster of shadow...stuff which splits into fighters. as far as i know this could be how battlecrabs (being organic creatures) poop.
Title: Re: shadow carrier fighterbay
Post by: Whitelight on September 03, 2007, 04:57:06 pm
Ah yes, I have seen it, thanks.  :)

Kind of makes a fighterbay redundant.  :sigh:

Poop  :lol:
Title: Re: shadow carrier fighterbay
Post by: IPAndrews on September 04, 2007, 02:44:19 am
Being human I simply wasn't able to think of everything, but adding a fighterbay would do no harm. Just make sure it has 6 paths for fighters emerging from the bay so you can launch full wings of 6 Spitfires. A lot of FS2 ships have 4 paths emerging, which means when you have a wing of 6 launch, ships 4,5 and 6 all end up stacked on top of one another. Which is silly.

The ball of Shadow fighters I always wanted to do but multiple docking never quite worked right in order to stick the Shadow Fighters together.
Title: Re: shadow carrier fighterbay
Post by: 0rph3u5 on September 04, 2007, 04:08:28 am
The ball of Shadow fighters I always wanted to do but multiple docking never quite worked right in order to stick the Shadow Fighters together.

Since 3.6.9 multiple dock point work - If you have played "The Procyton Insurgency" you might recall that freighter in the 2nd mission carrying 4 or 5 fighters
Title: Re: shadow carrier fighterbay
Post by: IPAndrews on September 04, 2007, 04:34:11 am
Try adding Zephyrs to the Raider Carrier.
Title: Re: shadow carrier fighterbay
Post by: 0rph3u5 on September 04, 2007, 04:52:14 am
you mean like this?
did it FRED


EDIT: Still doubting - though so

[attachment deleted by admin]
Title: Re: shadow carrier fighterbay
Post by: karajorma on September 04, 2007, 05:21:15 am
Does it actually work in game? Or does it dance around like a drunken ballet dancer as soon as you give the fighters any orders other than play dead.
Title: Re: shadow carrier fighterbay
Post by: 0rph3u5 on September 04, 2007, 05:23:41 am
does it dance around like a drunken ballet dancer as soon as you give the fighters any orders other than play dead.

that's why I posted the target view window only :D
and there is problem with getting the fighters undocked - but multi-docking like this works

EDIT: tried to get undocking to work (when-argument) but just caused a CTD 'cause of the AI code
Assert: pm->docking_bays[dockbay_index].num_spline_paths > 0
File: aicode.cpp
Line: 16221


Call stack:
------------------------------------------------------------------
    ai_dock()    ai_execute_behavior()    ai_frame()    ai_process()    ship_process_post()    obj_move_all_post()    obj_move_all()    game_simulation_frame()    game_frame()    game_do_frame()    game_do_state()    gameseq_process_events()    game_main()    WinMain()    WinMainCRTStartup()------------------------------------------------------------------
Title: Re: shadow carrier fighterbay
Post by: IPAndrews on September 04, 2007, 05:47:05 am
This is obviously some strange definition of "works" I've not been previously aware of.
Title: Re: shadow carrier fighterbay
Post by: 0rph3u5 on September 04, 2007, 07:08:57 am
This is obviously some strange definition of "works" I've not been previously aware of.

well,
18 objects can dock with another vessel now - and undock if that is part of their classes AI orders
ergo multidocking per se works

docking 18 fighters with a raider carrier works (if you make them initially) too - but the problem is that the fighter AI is not suited for that (as giving fighters the order to dock or undock crashes the game - and fighters still turn their "nothing-to-do"-cricles if they are not attacked and have not other orders even if docked)


- hmmm... isn't that something for a new feature....

EDIT: even so it would be suited for the "Spitefire-Ball"-thing to launch spitfires from a battlecrab or a carrier ...
eg. you are docking 8 spitefires to a cube with shadow textures (which by the way has the ablility to fly 1000 m/s and makes no damage nor blast upon exploding) - ingame (now that's FREDing part) the cube is launched and headed for a target 2000m from the battlecrab/carrier the cube detonates and releases the spitfires which change their orders from "Play Dead" to "Attack Anything"
Title: Re: shadow carrier fighterbay
Post by: IPAndrews on September 04, 2007, 12:03:36 pm
If undocking fighters from the Raider Carrier doesn't work how do you expect undocking fighters from a shadow textured cube to work? You could texture it with invisible.bmp anyway :P. Find someone to do it if you want to include it in your fixed TBP Final. My modding days are over.
Title: Re: shadow carrier fighterbay
Post by: 0rph3u5 on September 04, 2007, 02:07:40 pm
If undocking fighters from the Raider Carrier doesn't work how do you expect undocking fighters from a shadow textured cube to work?

the cube detonates

scripting-- just self-destructing it --- did work with containers should work with fighters
maybe I can talk someone into this
Title: Re: shadow carrier fighterbay
Post by: Whitelight on September 04, 2007, 07:49:54 pm
Being human I simply wasn't able to think of everything, but adding a fighterbay would do no harm. Just make sure it has 6 paths for fighters emerging from the bay so you can launch full wings of 6 Spitfires. A lot of FS2 ships have 4 paths emerging, which means when you have a wing of 6 launch, ships 4,5 and 6 all end up stacked on top of one another. Which is silly.

Then i`ll add 2 more, to make it 6.
On a side note, I don`t have the expertice to upload files. Like I stated in an eariler post in this thread, so if anyone really needs this I can send it, via e-mail. I`m working this week so it may take a few days before i`m able to add the extra bays, but adding bats, I can manage.   :D
Title: Re: shadow carrier fighterbay
Post by: 0rph3u5 on September 05, 2007, 04:25:53 am
Just say a word once it is done - than I'll tell where to send it and I'll make a .tbm and stuff ready needed to get it ingame along with the old carrier
Title: Re: shadow carrier fighterbay
Post by: Whitelight on September 05, 2007, 06:24:14 pm
k  :)

(edit) Looks at post count.  :shaking:

(edit2) I have a question about the Bays/paths. Currently I have them from the front and center of the model,
but before I go any further, would it be better if the bays were on the bottom, or the front as they now are?  I`m not sure if the front would be better or not, so let me know what you think. 
Title: Re: shadow carrier fighterbay
Post by: Whitelight on September 05, 2007, 09:06:17 pm
Got to lookin at the carrier and the subsystem layout.
Don`t really want to relocate the subsystems on the belly..  So i`m going with the front-foward for the fighterbay.

(edit) finished fighterbays.  :D
At some point, someone will probably request a docking point, so as a bonus, I added one.  :p


 
Title: Re: shadow carrier fighterbay
Post by: IPAndrews on September 06, 2007, 01:54:17 am
Don't be tempted to mess with the other subsystems. There's a reason they are positioned inside the geometry such that you can't hit them. You damage them via a combination of FRED scripting and telepaths rather than gunfire.
Title: Re: shadow carrier fighterbay
Post by: Whitelight on September 06, 2007, 05:19:55 pm
Left subsystems as they were, I had a feeling there was a reason.  ;)

As for the docking point, its over the weapons subsystem, if this is satisfactory, i`ll leave it as is. If not, just say the word and i`ll move it to a non-subsystem location.  :)
Title: Re: shadow carrier fighterbay
Post by: Whitelight on September 06, 2007, 05:43:16 pm
Oh, I recessed the fighterbay to match the exsisting subsystems.  :)


Title: Re: shadow carrier fighterbay
Post by: Trivial Psychic on September 07, 2007, 08:06:33 pm
In Season 3, "Interludes and Examinations", a Battlecrab is seen launching fighters the old-fashioned way (during the engagement with the Vorlons), hence the reason I added the docking paths in that fashion.
Title: Re: shadow carrier fighterbay
Post by: Whitelight on September 07, 2007, 10:25:17 pm
I looked at the paths on the shadow battlecrabs, and used them as a reference, before I set them up on the carrier.

Your paths are flawless.  :D  Mine, on the other hand, look a bit more noobish. 
Title: Re: shadow carrier fighterbay
Post by: 0rph3u5 on September 22, 2007, 03:47:44 pm
You don't mind me asking *THA GREAT MUTHAFRACKING PROGRESS-QUESTION*?
Title: Re: shadow carrier fighterbay
Post by: Whitelight on September 22, 2007, 10:21:31 pm
I`ll have to download everything again.  :mad:

Frackin hacker did a number on me, messed my bios up (changed my boot sequence), and made my restore drive useless..  :(  Had to reset my bios and use my restore dvd`s to fix his/her handy work. I just now got my internet back about 20 minuets ago. So thats one good thing.. Now I have a lot of work ahead of me.  :nervous:

Why do some people do these things to other people, i`ll never understand.  :sigh:

(edit) I was warned about not having a good firewall (used windows junk firewall) .. Guess i`ll have to get a good one, any suggestions?

Title: Re: shadow carrier fighterbay
Post by: Prophet on September 23, 2007, 02:19:21 am
That's just bad luck being ****ed by a hacker. Normally it shouldn't be a problem for an average user with no enemies. Friend of mine has gone without a firewall for years I think.

I'm currently using COMODO. It's free and pretty good...
Title: Re: shadow carrier fighterbay
Post by: Whitelight on October 05, 2007, 10:40:51 pm
Well my pc is comming along, I decided on Norton firewall & Antivirus.. Expensive yes, but in the long run, well worth it.  ;)

It took me a couple of weeks to find out my video card was on its way out, what else is new.  :nervous: After numerious crashes and thanks to microsoft for answering my fatal error messages. i`ve decided to pick up a NVIDA GeForce 8500 GT 256mb ddr ram 450mhz clock speed, its on sale and still in stock, or at least it was on the best buy website.  :nervous: I`ll find out tommrow if they have it on stock. Hopefully i`ll get it  and have it installed by saturday evening, that is if everything goes well.

(edit) Don`t give up on me just yet, i`m still planing on finishing the shadow carrier. Just had a major set-back is all. I`ll keep in touch.  :D