Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: Ioustinos on October 13, 2009, 07:45:38 pm
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Okay, here's the deal.
I brought back the Apollo and Valkyrie for mymod. They're working fine, and I gave them the ability to have FS2 era weaponry. That's working great too. So, the task in a mission is to disarm a cruiser before it rips apart some freighters. Zeta wing pops in to help in Valkyries. All works well until I see Zeta firing the default weapons (Subach/Prometheus), despite me loading them with Akehtons in FRED.
So I rechecked the tables and yeah, the Valkyrie can equip the Akehton SDG. I can load it on briefing screen, use it in the game, etc. But Zeta keeps coming in with the Subach/Prometheus. Eventually I just made a SEXp to change the weapons for Zeta wing, and it worked.
Below is the table file for the Valkyrie, as I suspect the issue is somewhere in there.
$Name: GTF Valkyrie
$Short name: TFight5
$Species: Terran
+Type: Interceptor
+Maneuverability: Good
+Armor: Light
+Manufacturer: Han-Ronald Corp.
+Description: High speed recon and bomber-intercept fighter. Offers high weapon compatibility and payload.
$end_multi_text
+Tech Description:
XSTR("The Valkyrie is an old yet extremely capable interceptor, being agile and almost as fast as the VIF Horus. It's enormous afterburner capacity and top speed outmatches even that of the newer Perseus. It's still well armed today, as it's been updated to include a wide selection of the GTA's arsenal. While still widely used as point-defense and bomber interception, analysts believe the Perseus will take over the dogfighting roles that the Valkyrie used to perform.
While it remains an effective dogfighter, the Valkyrie isn't armored or shielded enough to withstand prolonged battles. With only a single secondary bank, it doesn't have the firepower to pose enough of a threat to medium and heavy cruisers. The Valkyrie is slated to perform patrol, recon, and bomber interception duties for the forseable future.", -1)
$end_multi_text
+Length: 16 m
+Gun Mounts: 4
+Missile Banks: 1
$POF file: fighter05.pof
$Detail distance: (0, 130, 300, 1000)
$Show damage: YES
$Density: 1
$Damp: 0.3
$Rotdamp: 0.27
$Max Velocity: 0.0, 0.0, 85.0
$Rotation time: 3.5, 3.5, 3.5
$Rear Velocity: 0.0
$Forward accel: 1.0
$Forward decel: 0.5
$Slide accel: 0.0
$Slide decel: 0.0
$Expl inner rad: 25.0
$Expl outer rad: 55.0
$Expl damage: 10.0
$Expl blast: 400.0
$Expl Propagates: NO
$Shockwave Speed: 0.0
$Allowed PBanks: ( "Subach HL-7" "Akheton SDG" "Morning Star" "Prometheus S" "Prometheus R" "UD-8 Kayser" )
$Allowed Dogfight PBanks: ( )
$Default PBanks: ( "Subach HL-7" "Prometheus R" )
$Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "Trebuchet" "Stiletto II" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "TAG-A" "TAG-B" )
$Allowed Dogfight SBanks: ( )
$Default SBanks: ( "Harpoon" )
$SBank Capacity: ( 60 )
$Shields: 200
$Shield Color: 100 100 255
$Power Output: 2.0
$Max Oclk Speed: 100.0
$Max Weapon Eng: 100.0
$Hitpoints: 200
$Flags: ( "player_ship" "default_player_ship" "fighter" "in tech database multi" )
$AI Class: Captain
$Afterburner: YES
+Aburn Max Vel: 0.0, 0.0, 165.0
+Aburn For accel: 0.7
+Aburn Fuel: 400.0
+Aburn Burn Rate: 40.0
+Aburn Rec Rate: 25.0
$Countermeasures: 20
$Scan time: 2000
$EngineSnd: 192
$Closeup_pos: 0.0, 0.0, -24
$Closeup_zoom: 0.5
$Shield_icon: shield-f05
$Ship_icon: iconfighter05
$Ship_anim: ssfighter05
$Ship_overhead: loadfighter05
$Score: 10
$Trail:
+Offset: 7.65 -2.66 -3.09
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -7.65 -2.66 -3.09
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: 1.72 2.58 -3.52
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Trail:
+Offset: -1.72 2.58 -3.52
+Start Width: 0.25
+End Width: 0.05
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 1.0
+Spew Time: 120
+Bitmap: Contrail01
$Subsystem: communication, 10,0.0
$Subsystem: engine, 35,0.0
$Subsystem: navigation, 10,0.0
$Subsystem: sensors, 10,0.0
$Subsystem: weapons, 20,0.0
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Double check the load out for Zeta both in FRED and in notepad. Make sure it looks right.
Rename Zeta to something else. I've had problems in the past using Zeta as that wing name was reserved for TvT in retail. It's supposed to be fixed but you never know.
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The loadouts were correct both in FRED and in the notepad.
I renamed Zeta to Iota, and tested to see if Iota would have the right weapons at mission start. They did. So, in another test, I gave Iota the cue to come in (occurs near end of mission). They arrived, but once again, firing subachs/prometheus.
Next attempt is to not only disband the wing, but to actually delete and just recreate them, then test once more. If that fails, I'll see if changing the ship class will help.
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Well if you can reliably reproduce it the next step is to try it with default FS2 ships only. If it still does it file it in Mantis along with a test mission to reproduce the behavior.
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Same problem with other ship classes at well.
Basically, if they appear at mission start, their loadout is right. But if they're cued in later, the loadout isn't.
EDIT: working on a test mission for mantis.
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Test it with the latest 3.6.11 build first just in case it's been fixed.
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Well, interesting. When I tried to make the test mission, it worked perfectly. The problem only seems to be on the level I'm making. So I'll check out the notepad again.
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You can post it and I can take a look at it.
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attached
[attachment deleted by admin]
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Try loosing the special characters and doing it right like this Kappa#whatever.
Still looking.
I'd suggest removing all the  characters to simplify things. If nothing else it will make it more readable. Anything after a # in a name will not be displayed so that is the way to go..
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Alright, I'll give it a shot.
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The new .txt is attached to this. Still having the problem. Thanks for the # info, btw. I guess it's just a glitched mission. We'll see if the next mission has the same problems (and I won't use the special characters).
That's for tomorrow though. Bedtime.
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