Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vengence on June 04, 2011, 10:48:42 am
-
(http://img121.imageshack.us/img121/457/wyvern.jpg)
See this? Looks nice doesn't it. Wyvern, 3.3km long. Supercarrier, can carrier a veritable mini fleet within it. Getting hammered but no problem... very very powerful shields. But something's amiss. There aren't any fighters.
In FRED I created 8 wings of fighters of 6 fighters each, gave them their orders, and set them to launch from me, Alpha 1, a carrier. Ingame.... nothing happens. They don't launch from my launch bays. Is this an inherent issue? Or am I doing something wrong? Is there some kind of procedure I'm missing?
-
It happens. Currently player-controlled ships can't launch fighters even with a fighterbay, really is pretty annoying.
-
What a shame, I was looking forward to flying like this.
-
What a shame, I was looking forward to flying like this.
I know, rite? We've kinda hit this wall at the Blue planet multiplayer project too, since we're working on flyable capships too.
-
There is an EVE mod? How did I miss this? :P
-
Because it wasn't intended on being anything more than just an aside project to mess with the SCP.
http://www.hard-light.net/forums/index.php?topic=75606.0
-
You can't launch fighters from player ships. Been confirmed in BP Multi. Bug the coders about that if you want.
EDIT: Ninja'd
-
Perhaps launching fighters from player's ship could be hacked using a dummy subobject with fighterbay paths, which would then be bound to the ship's position and orientation.
-
Perhaps launching fighters from player's ship could be hacked using a dummy subobject with fighterbay paths, which would then be bound to the ship's position and orientation.
It could but we honestly shouldn't have to hack this.
-
Whether we should or not is irrelevant. The fact is it doesn't work the way it is right now. If that workaround can work, it's worth a try.
-
Well if BP Multi is working on this issue then I'm certain a solution can be found ;). I'm no expert on crazy work arounds, hacks, or scripting so I'll leave it off my hands for now.
-
We're not currently working on a solution, but here's a FRED-only work-around which should should work and doesn't require any scripting :) .
Have your wing spawn far away from the battle (preferrably using the no-warp-effect flag) and move it to your ship's hangar using the set-object-position sexp (note that you'll need to do this individually for every ship in the wing). To get the hangar's coordinates needed for the move, you must use the get-object-x, y and z on the carrier and add or substract from that value using the arithmetic operators so you get the coordinates of the carrier's hangar relative to the carrier's centre-point. Here's a quick example.
Let's say your carrier's hangar is a bit below and just a bit to the right of the carrier's centre-point. You will have to add something like 50 to the get-object-x using the + operator, and substract something close to 30 from the get-object-y value. In this particular example, an edit of the get-object-z value isn't needed as the hangar is at 0 distance of the model's centre-point on the z axis.
This tutorial only covers a simple cavity hangar, like the Hecate's, which doesn't require paths. Paths are a whole differen't can of worms which are rather hard to fake.
Hope you'll find this helpful ;)
-
Once we get dynamic waypoints, paths should be trivial to fake.
-
How about an invisible ship with fighterbays docked to the player ship?
-
Lester's solution is interesting but sadly the Wyvern's bays are deeeep in like a trench down the middle. I sense collisions! Granted I could just waive that off and put the spawn points in the mouth. Though as fun as it is to fly cap ships I don't think it is that fun to fly a defenseless giant hulk in Fs2. Granted this issue should have to be worked with if say one would want to fly a drone boat like the Myrmidon.