Hard Light Productions Forums

Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: Vengence on June 04, 2011, 10:48:42 am

Title: Player Carriers Not Working
Post 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?
Title: Re: Player Carriers Not Working
Post by: Hades on June 04, 2011, 10:53:58 am
It happens. Currently player-controlled ships can't launch fighters even with a fighterbay, really is pretty annoying.
Title: Re: Player Carriers Not Working
Post by: Vengence on June 04, 2011, 10:57:11 am
What a shame, I was looking forward to flying like this.
Title: Re: Player Carriers Not Working
Post by: Hades on June 04, 2011, 10:59:54 am
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.
Title: Re: Player Carriers Not Working
Post by: NGTM-1R on June 04, 2011, 11:06:56 am
There is an EVE mod? How did I miss this? :P
Title: Re: Player Carriers Not Working
Post by: Commander Zane on June 04, 2011, 11:11:57 am
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
Title: Re: Player Carriers Not Working
Post by: MatthTheGeek on June 04, 2011, 11:46:35 am
You can't launch fighters from player ships. Been confirmed in BP Multi. Bug the coders about that if you want.

EDIT: Ninja'd
Title: Re: Player Carriers Not Working
Post by: Dragon on June 04, 2011, 11:57:21 am
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.
Title: Re: Player Carriers Not Working
Post by: Hades on June 04, 2011, 12:14:58 pm
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.
Title: Re: Player Carriers Not Working
Post by: MatthTheGeek on June 04, 2011, 12:33:53 pm
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.
Title: Re: Player Carriers Not Working
Post by: Vengence on June 04, 2011, 02:00:41 pm
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.
Title: Re: Player Carriers Not Working
Post by: Lester on June 04, 2011, 05:06:02 pm
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 ;)
Title: Re: Player Carriers Not Working
Post by: Droid803 on June 04, 2011, 10:04:05 pm
Once we get dynamic waypoints, paths should be trivial to fake.
Title: Re: Player Carriers Not Working
Post by: Darius on June 04, 2011, 11:45:51 pm
How about an invisible ship with fighterbays docked to the player ship?
Title: Re: Player Carriers Not Working
Post by: Vengence on June 05, 2011, 12:17:52 pm
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.