Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Black Wolf on December 02, 2008, 09:09:17 am
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Is this ever possible? I really need it to be, otherwise it makes hostile docking impossible (as all the friendly ship has to do is keep moving), making piracy (in the form of stealing entire ships like the Somali guys do) effectively impossible, which screws up a big chunk of TI's first act. I've managed to avoid having to do it so far, but it's hit me as a pretty major stumbling block for one of my showpiece missions.
It strikes me that this should be possible, both in universe and ingame, but I can't remember ever seeing it, and I certainly can't get my ships to co-operate regardless of what I do. Any help?
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Why not go through a "neutralising" action first, and then dock?
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Because if you disable the ship, you can't then use its engines to warp out, and having an Elysium push a Zephyrus sideways through a massive subspace vortex always seems silly to me.
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Undocking is possible, docking sadly not ( well you can give the dock order, but...).
I tested it, the fighters follow their dockingpath only to the second or third vertex and then stay/ hover above the dockingpoint, which looks funny sometimes.
I was able to avoid that with a event that makes the capship stops as soon the fighters are close the docking area, and as soon they have docked the ship resumes the original path.
A bit circuitous to script, but atm there's no way around.
Dunno about the latest build though, so feel free to correct me on that.
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Try increasing the radius on the last couple of docking points. In most FS2 models it's very easy for a ship to move outside of them during the docking procedure as they are so small.
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what if you had a weapon that knocks out the engines for 15-20 secs or so, that may allow enough time for the salty sea dogs to scuttle their target
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Well, I've fiddled a few things around and now that transports will dock sometimes, but it's not consistent. Still, I've solved a big chunk of the problem through fiddling the story, and once through a rather clever idea (of VAs) of having the baddies warp something in directly in front of the Zeph that they want to steal, forcing it to stop to correct its course.
what if you had a weapon that knocks out the engines for 15-20 secs or so, that may allow enough time for the salty sea dogs to scuttle their target
I'd rather vaoid giving the pirates any technology that can't be traced directly back to a source. This wouldn't fit into that category in the current TI storyline unfortunately. :(
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Bear in mind that disruptor missiles which could do exactly that are canon FS1 missiles. For some reason they aren't used in FS2 at all and mostly forgotten about in FS1 but if pirates can get hold of fighters it's not inconceivable that they could have found a consignment of old disruptor missiles too.
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I know, and it's actually a pretty good idea truth be told - maybe for TI 2, release date 2076 :p
'Sokay actually. I've gotten around the problem more or less, though I suppose anyone else who wants to do intelligent pirate missions* could probably make use of it.
* Not trying to insult anyone here. Just trying to make the distinction between pirates who want to steal stuff and "Pirates" who serve as Shivans in terran fighters, as cannon fodder for the early parts of many campaigns.
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* Not trying to insult anyone here. Just trying to make the distinction between pirates who want to steal stuff and "Pirates" who serve as Shivans in terran fighters, as cannon fodder for the early parts of many campaigns.
What is this TI we are talking about, that has actual pirates? I, too, have always been annoyed by the misuse of pirates in recent mods.
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It strikes me that this should be possible, both in universe and ingame, but I can't remember ever seeing it, and I certainly can't get my ships to co-operate regardless of what I do. Any help?
It is possible, but only if the ship is moving very slowly, like 5 m/s or less. It has something to do with either the path code, or the maximum velocity of the "thrusters" that align the ship for final approach.
When TBP requested the ability to dock with a rotating dockpoint (IIRC on the Raider Carrier) I had a go at rewriting the docking approach code. It's a bit of a mess and it took me a while to untangle. Unfortunately, nobody on TBP had any interest at all in providing feedback or answering any of my questions, so I gave up on it.
I might be persuaded to give it another go on TI's behalf after the code freeze is lifted, provided you guys are cooperative. :)
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Well, as I say, we've gotten around the immediate problem through plotting and pirate tactics, and through repeats by slowing down freighters. It'd certainly be a nice feature though.
Incidentally, spotty docking isn't such a bad thing - it might make the mission (which is spread over three branching stages and along some pathways extremely hard) actually passable, which'd be nice.
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Because if you disable the ship, you can't then use its engines to warp out, and having an Elysium push a Zephyrus sideways through a massive subspace vortex always seems silly to me.
Just fix the engines with a SEXP when necessary
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Because if you disable the ship, you can't then use its engines to warp out, and having an Elysium push a Zephyrus sideways through a massive subspace vortex always seems silly to me.
Just fix the engines with a SEXP when necessary
Which you'd need to explain via pure handwavium, something I'd rather avoid.
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The capturing ship repairs them?
The disabling weapons are just temporary?
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Well the weapon(s) could be a prototype that only disrupts the engines temporarily.
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It is possible, but only if the ship is moving very slowly, like 5 m/s or less. It has something to do with either the path code, or the maximum velocity of the "thrusters" that align the ship for final approach.
Beg differ. A speed differential is probably very helpful too. However, I know for a fact the support ship can dock with your fighter at speeds up to 20m/s.
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The support ship on the other hand has a much faster top speed. The maximum allowed speed for docking is probably a percentage of the top speed.
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Well you could always try using a support ship for boarding parties. Little alt-name and texture replacement.......
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Well you could always try using a support ship for boarding parties. Little alt-name and texture replacement.......
Ooh. That's a distinctly not un-awesome idea.
Yoink!
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[BW]Ooh. That's a distinctly not un-awesome idea.
Yoink![/bw]
bw tags?
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