Hard Light Productions Forums
Modding, Mission Design, and Coding => The FRED Workshop => Topic started by: InsaneBaron on February 11, 2014, 03:08:09 pm
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Ya, I'm on a roll with the questions today :P
How do you get AI fighters or the player to land in a capship's fighterbay? I know how to launch them, but I'm not sure about landing. (Landing was never done in retail; was it even possible in retail or is it an SCP addition?)
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For AI fighters, simply set their Departure Location to Docking Bay, and Departure Target to the ship you want the fighters to land in, and trigger their Departure Cue when you want them to land.
For the player, set your last SEXP to end-mission, triggering when the player is a short distance from the fighterbay subsystem of the ship which they're landing on.
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For AI fighters, simply set their Departure Location to Docking Bay, and Departure Target to the ship you want the fighters to land in, and trigger their Departure Cue when you want them to land.
For the player, set your last SEXP to end-mission, triggering when the player is a short distance from the fighterbay subsystem of the ship which they're landing on.
Perfect, thanks!
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That also works when you tell said fighters to depart, if they have landing in the fighterbay set, they move to it at your depart command.
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Can't confirm this right now, but ships with the "no subspace drive"-flag set also try to depart via a fighterbay if I recall that correctly (but don't put your money this)
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Can't confirm this right now, but ships with the "no subspace drive"-flag set also try to depart via a fighterbay if I recall that correctly (but don't put your money this)
Due to the specification of the depart queue, I think this is hardy possible. There are question to arise, which ship and fighterbay does the fighters choose to land on? It is random/friendly/any fighterbay? What if there are more ships with fighterbays in area? I guess it's quite a problem here, so I'd bet it's not possible.
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They depart to the bay they're assigned to in the departure cue box, of course. If they have no fighterbay assigned, then they won't depart.
(This was only very recently fixed though, so you'd need to use a nightly build to get the proper behavior.)