Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: esarai on August 15, 2008, 05:21:04 pm
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I've noticed that in all of my home-made models with fighterbays, the bays will appear in-game and are targetable as an actual subsystem, but FRED will not let me launch fighters from them.
Any idea what's going on? Or better yet... a solution?
p.s. These are all two-part fighterbays (you know on the Typhon, Fighterbay 1 and Fighterbay 2, yeah... it's exactly the same). If there is some glitch regarding doing this that I don't know about, please let me know.
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Have you pathed them?
Hopefully somebody who knows how to path fighterbays will come by and help you out. :)
I think it has something to do with PCS2...
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I pathed the Tennyson's fighterbays and they work fine. I've launched fighters from them, I've told fighters to depart into them.
So, as long as they're pathed right, it'll work.
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Sweet...
um... what's pathing? How exactly do you "Path a fighterbay?"
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You set a series of points which fighters will fly along to enter or exit the fighter bay, basically. The radius of each point tells the fighters how far they can disperse. I just looked at other POFs to figure out how to do the paths correctly.
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righto... I think I have it: PCS 1 or 2 has the path function, just add a new path named bay01 or whatever, parented to subsystem fighterbay 1, and just build the takeoff path from start to finish, right?
EDIT:
No, that was wrong.... the path must be named with the $ sign.
and so must the parent subsystem be named (like $bay01 and $fighterbay 1). BUT HOT JIGGIDY DAWG IT'S WORKING!!!!
Thanks.
this is the fastest I have ever gotten a solution to a problem on these forums. I think it took 30 minutes for this to get resolved.
Thanks a lot! :)