Author Topic: Importing Homeworld Ships  (Read 15563 times)

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Re: Importing Homeworld Ships
I see so yeah it could work then cool, about the transformation to the infected model. Could it be made to take like 10 seconds (during that 10 seconds the ship slowly spins btw) before turning sides?

I have a Beast example video here http://www.youtube.com/watch?v=MEyoZR9Cv94 the infection I would like happens within the first 7 seconds (then many times after that too of course :D), but yeah if this can be done too that would be pwnage. If not I understand, being able to simply switch the model and team is good enough.

um also cruise missiles were a controllable ship that kamikazed not a weapon...so for them something like "if ship is kamikazed by (insert cruise missile name or whatever here) then become infected"?
« Last Edit: September 11, 2010, 06:32:34 am by BloodFleet »

 
Re: Importing Homeworld Ships
For the delay, it's very easy in FRED. Instead of right away changing ship class or texture and IFF, use the ship-manuever SEXP that you need, and 10 seconds later change ship class or texture.

For the cruise missile... I'm not sure if there is a way to do it simply, but you could hack it in with a distance check and and an is_destroyed if necessary.

You'd need a whole SEXP (or 3) for every possible target though.

 
Re: Importing Homeworld Ships
Well infection attacks would be kept at a reasonable level anyway, can't have all your allies becoming infected within the first 3 minutes lol  :blah:

 

Offline Kusanagi

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Re: Importing Homeworld Ships
If the cruise missile is really the only thing attacking, if a ship gets below a certain HP you could trigger it automatically...assuming the beast has nothing else in the battlefield capable of whacking down something with that much health.
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Re: Importing Homeworld Ships
An idea!
Based on the various ideas of melee weapons mounted on fighters...
Give the cruise missile an extremely short range TAG beam which happens to be invisible. Give the missile standard "attack" orders, and it will close the distance to use it's main weapon. And then, when the target is tagged, set the missile to kamikaze.
It will probably take some fine tuning to get the timing and ranges right, but I think it would work.
Also give the missile very poor turn rates, so that it doesn't try to dodge the target after TAGging but before ramming.

 
Re: Importing Homeworld Ships
when I get to the Beast I will have to try that...

anyway got another vid of what I currently have http://www.youtube.com/watch?v=qOdB5pHqqQs

 

Offline Rodo

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Re: Importing Homeworld Ships
cool video!  :cool:
el hombre vicio...

 
Re: Importing Homeworld Ships
Question. I saw the vid and saw you somehow got the dual beam cannons working on the turrets of the HCs. How did you do that? I thought it was impossible. Well at least the Wiki says dual or more beams are impossible... care to elaborate? Or did I miss something? Twin firing beam cannons are kinda vital to my mod ambitions.
I have created a masterpiece.

 
Re: Importing Homeworld Ships
As I said in the vid description the HC is not mine (it is Kusanagi's work so I'd ask him). I don't know how to do turrets.

 
Re: Importing Homeworld Ships
For a sec in the description I thought you meant it model wise. Well care to send the HC's turret info and weapon tables on PM? Or does only he have it?
I have created a masterpiece.

 
Re: Importing Homeworld Ships
No I can PM the info to you

 
Re: Importing Homeworld Ships
Just as I have partly thought... hmm... There are still other possibilities which I may not be entirely sure of but some of those flags may make this possible. Thanks for the PM!
I have created a masterpiece.

 
Re: Importing Homeworld Ships
Ah wth I have put in the Beast missile corvette and am pretty sure I did it right, yet the game and editor crash upon loading and I don't know why.

-data snipped-

nevermind lol...apparently it was the tech description, FS does not like 2 hyphens or whatever next to eachother (I am taking descriptions from HW Shipyards site, gotta edit out things like that)
« Last Edit: September 25, 2010, 08:27:10 pm by BloodFleet »

 

Offline The E

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Re: Importing Homeworld Ships
There's a special build of the engine called a "debug build". Use it. It will generate a so-called "fs2_open.log", which will list all errors found. If thre is an error, there will be a popup which you can click through.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
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Re: Importing Homeworld Ships
I'm gonna assume theres no easy fix for this but wth...anyway I also would like the Kushan fighters in FS as well but when I tried to put in their Interceptor POF-CS...I guess doesn't like the model or something... because it just gives "too many polygons in same average location" error. Let me guess I would need to edit the model?

 
Re: Importing Homeworld Ships
perhaps you should try to put them in a modeling program first and see what the problem is.
I have created a masterpiece.

 
Re: Importing Homeworld Ships
well I looked here http://www.hard-light.net/wiki/index.php/POF_Constructor_Suite#Tips_.2F_Common_Problems and #2 on there is the issue, not that I know what to do about it with an already existing textured model.

 

Offline The E

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Re: Importing Homeworld Ships
I sure hope you are using PCS2, not PCS.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

  
Re: Importing Homeworld Ships
I would have been using PSC2 if it imported .cob, which it apparently doesn't because I try to do it in that and nothing happens at all.

I have to use PCS to actually get a .pof file then use PCS2 to edit it.