Author Topic: How to make Flyable  (Read 4482 times)

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You need to move the

$Shield_icon: shield-b05
$Ship_icon: iconbomber05
$Ship_anim: ssbomber05
$Ship_overhead: loadbomber05

and put it under the $Closeup_zoom:
and the $Score:

.... what exactly is the problem anyway?
Rayquaza?¿

 
When i start map, it loads the first 2 bars and then it crashed
OK i moved it, and now it doesnt crash... thats good, but i cant find it in the ship selection bar in the game (editor works in the team loadout)
« Last Edit: August 04, 2003, 04:09:30 pm by 1311 »

 
Is that normal that i havent got any weapons???

 

Offline Flipside

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Right, not sure that it will work if you are trying to select it in loadout, you have to make yourself the ship in Fred.
And yes, that is perfectly normal, ALL guns on a capital ship are turrets, and therefore computer controlled.

Flipside ;:)

 
Ok, i have put some weapons in the POF editor but in the weapons selection screen i cannot do any weapon on the ship (no banks) and when i go to the ship selection screen the game crash

 
Here is an example of a flyable fenris class cruiser...

$Name:                          @GTK ManKuso
$Short name:               TCruise
$Species:                       Terran
+Tech Description:
XSTR("The GTK (Galactic Terran Kuso) is a ship. ", 3045)
$end_multi_text
$POF file:                      cruiserFF.pof
$Detail distance:            (0, 650, 1500, 5000)
$Show damage:               YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       1.0
$Max Velocity:               0.0, 0.0, 20.0
$Rotation time:               35.0, 35.0, 30.0
$Rear Velocity:               0.0
$Forward accel:               10.0
$Forward decel:               5.0
$Slide accel:               0.0
$Slide decel:               0.0
$Expl inner rad:            125.0
$Expl outer rad:            650.0
$Expl damage:               200.0
$Expl blast:               3500.0
$Expl Propagates:            YES            ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:            500.0         ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks:         ( "Subach HL-7" "Terran Turret2" "Plasma-Beam" "Akheton SDG" "Morning Star" "Prometheus R" "Prometheus S" "Maxim" "UD-8 Kayser" "Mekhu HL-7" Lamprey" "Circe" "Phalanx" "Flak-Cannon-S")
$Allowed Dogfight PBanks:         ( "Subach HL-D" "Prometheus D" "Morning Star D" "UD-D Kayser" "Maxim D" "Mekhu HL-D" "Akheton SDG" Lamprey" "Circe")
$Default PBanks:         ( "Subach HL-7" "Prometheus S")
$Allowed SBanks:         ( "Rockeye" "Flak-Cannon-M" "Flak-Cannon-L" "Tempest" "TAG-A" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "Piranha" "Infyrno" "Cyclops" "Helios" "TAG-C" "Vasudan Quad Bomb" )
$Allowed Dogfight SBanks:         ( "Rockeye D" "Tempest D" "Hornet D" "Tornado D" "Harpoon D" "Trebuchet" "Piranha" "Infyrno D" "Cyclops" "Helios" "TAG-A" "TAG-B" "TAG-C" "EMP Adv.")
$Default SBanks:         ( "Harpoon" "Harpoon" "Harpoon" )
$SBank Capacity:         ( 4050, 3500, 3000 )
$Shields:                       0
$Power Output:               90.0
$Max Oclk Speed:            30.0
$Max Weapon Eng:            100.0
$Hitpoints:                     40000
$Flags:                         ( "bomber" "in tech database" "player_ship" "default_player_ship" )
$AI Class:                      Captain
$Afterburner:               NO
$Countermeasures:            0
$Scan time:                     2000
$EngineSnd:                  128                   ;; Engine sound of ship
$Closeup_pos:               0.0, 0.0, -315
$Closeup_zoom:               0.5
$Shield_icon:            shieldft-01
$Ship_icon:                 iconfighter2t-01
$Ship_anim:                 ssfighter2t-01
$Ship_overhead:            loadfighter2t-01
$Score:                     100
$Subsystem:                     turret01, 2, 5.0
   $Default PBanks:         ( "TerSlash" )
$Subsystem:                     turret03, 2, 5.0
   $Default PBanks:         ( "Terran Turret" )
$Subsystem:                     turret04, 2, 5.0
   $Default PBanks:         ( "AAAf" )
$Subsystem:                     turret05, 2, 5.0
   $Default PBanks:         ( "Terran Turret" )
$Subsystem:                     turret06, 2, 5.0
   $Default PBanks:         ( "AAAf" )
$Subsystem:                     turret07, 2, 5.0
   $Default PBanks:         ( "Terran Turret" )
$Subsystem:                     turret08, 2, 5.0
   $Default PBanks:         ( "Terran Turret" )
$Subsystem:                     turret09a-01-main, 8, 10.0
   $Default SBanks:         ( "Fusion Mortar" )
$Subsystem:                     radar01a-dish,   5, 0.0
$Subsystem:                     sensors,                         4, 0
$Subsystem:                     weapons,                         4, 0.0
$Subsystem:                     engine,                 30, 0.0
   $Engine Wash:            Default100

it works fine for me.  you can just copy this entry into your ships.tbl and change the $model file: to your lilith cruiser...
Rayquaza?¿

 

Offline Taristin

  • Snipes
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  • BlueScalie
    • Skelkwank Shipyards
But you will have to make the turrets and subsystems correspond...
Freelance Modeler | Amateur Artist

 
.... oh yeah.... forgot about that...

$Name:                          @GTK ManKuso
$Short name:               TCruise
$Species:                       Terran
+Tech Description:
XSTR("The GTK ManKuso (Galactic Terran Kuso) is a ship.", 3045)
$end_multi_text
$POF file:                      cruiserFF.pof
$Detail distance:            (0, 650, 1500, 5000)
$Show damage:               YES
$Density:                       1
$Damp:                          0.2
$Rotdamp:                       1.0
$Max Velocity:               0.0, 0.0, 20.0
$Rotation time:               35.0, 35.0, 30.0
$Rear Velocity:               0.0
$Forward accel:               10.0
$Forward decel:               5.0
$Slide accel:               0.0
$Slide decel:               0.0
$Expl inner rad:            125.0
$Expl outer rad:            650.0
$Expl damage:               200.0
$Expl blast:               3500.0
$Expl Propagates:            YES            ;; If set to Yes, then when the ship dies, the explosion propagates through it.
$Shockwave Speed:            500.0         ;; speed shockwave expands at, 0 means no shockwave
$Allowed PBanks:         ( "Subach HL-7" "Terran Turret2" "Plasma-Beam" "Akheton SDG" "Morning Star" "Prometheus R" "Prometheus S" "Maxim" "UD-8 Kayser" "Mekhu HL-7" Lamprey" "Circe" "Phalanx" "Flak-Cannon-S")
$Allowed Dogfight PBanks:         ( "Subach HL-D" "Prometheus D" "Morning Star D" "UD-D Kayser" "Maxim D" "Mekhu HL-D" "Akheton SDG" Lamprey" "Circe")
$Default PBanks:         ( "Subach HL-7" "Prometheus S")
$Allowed SBanks:         ( "Rockeye" "Flak-Cannon-M" "Flak-Cannon-L" "Tempest" "TAG-A" "TAG-B" "Harpoon" "Trebuchet" "Hornet" "Tornado" "Hornet#Weak" "EMP Adv." "Piranha" "Infyrno" "Cyclops" "Helios" "TAG-C" "Vasudan Quad Bomb" )
$Allowed Dogfight SBanks:         ( "Rockeye D" "Tempest D" "Hornet D" "Tornado D" "Harpoon D" "Trebuchet" "Piranha" "Infyrno D" "Cyclops" "Helios" "TAG-A" "TAG-B" "TAG-C" "EMP Adv.")
$Default SBanks:         ( "Harpoon" "Harpoon" "Harpoon" )
$SBank Capacity:         ( 4050, 3500, 3000 )
$Shields:                       0
$Power Output:               90.0
$Max Oclk Speed:            30.0
$Max Weapon Eng:            100.0
$Hitpoints:                     40000
$Flags:                         ( "bomber" "in tech database" "player_ship" "default_player_ship" )
$AI Class:                      Captain
$Afterburner:               NO
$Countermeasures:            0
$Scan time:                     2000
$EngineSnd:                  128                   ;; Engine sound of ship
$Closeup_pos:               0.0, 0.0, -315
$Closeup_zoom:               0.5
$Shield_icon:            shieldft-01
$Ship_icon:                 iconfighter2t-01
$Ship_anim:                 ssfighter2t-01
$Ship_overhead:            loadfighter2t-01
$Score:     210
$Subsystem:                     turret01,1,1.0
   $Default PBanks:        ( "SAAA" )
$Subsystem:                     turret02,1,1.0
   $Default PBanks:        ( "Shivan Turret Laser" )
$Subsystem:                     turret03,1,1.0
   $Default PBanks:        ( "Shivan Turret Laser" )
$Subsystem:                     turret04,1,1.0
   $Default PBanks:        ( "Shivan Turret Laser" )
$Subsystem:                     turret05,1,1.0
   $Default PBanks:        ( "Shivan Turret Laser" )
$Subsystem:                     turret06,1,1.0
   $Default PBanks:        ( "Shivan Turret Laser" )
$Subsystem:                     turret07,3,1.0
   $Default PBanks:        ( "LRed" )
$Subsystem:                     turret08,4,1.0
   $Default SBanks:        ( "Shivan Cluster" )
$Subsystem:                     turret09,4,1.0
   $Default SBanks:        ( "Shivan Cluster" )
$Subsystem:                     sensors,                        5,0.0
$Subsystem:                     communication,  3,0.0
$Subsystem:                     engine,                 15,0.0
$Subsystem:                     weapons,                        10,0.0
$Subsystem:                     navigation,              2.5,0.0

here's the revised version.
Rayquaza?¿

 
OK now the Lilith can shoot...
But what must i do now (only that no whole script) to repair the ship selection crash? And a fix for the weapon selecting should be good, because i must press reset before i can arm it.

 
I'm not sure about the ship selection crash... ive had that problem before.

Try making a new level from scratch, that might solve the problem.
Rayquaza?¿

 
The Ship-choose Problem is stil there.
And i have only 2 Laser Banks and 1 Rocket bank.
But i've added 3 Laser Bank and 2 Rocket Banks.
What must i do to fix that?

 
...........................not sure what the problem is.  Did you copy the ship entry i posted above?  I don't know what else the problem could be.  Maybe try and extract the icons for the ship from sparky.vp , and put them in the interface/hud folders.
Rayquaza?¿

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
Don't do it in ship selection, edit the map so you start off with the ship as your vessel, otherwise, you're doomed to failure.

Also, Don't put sourself too close to other vessels, 'cuz my sathanas rammed a myrmadon on entry, and was obliterated.
Freelance Modeler | Amateur Artist

 
It works in the ship selection for me :\

and ive done it with 4 ships... :\
:blah:
Rayquaza?¿

 

Offline Taristin

  • Snipes
  • 213
  • BlueScalie
    • Skelkwank Shipyards
well, unless there truly is a need for it, I wouldn't. Why do you want to choose between a Fenris, and an Aten? :lol:
Freelance Modeler | Amateur Artist

 
Because, it can be that you fly a bigger ship in one mission.
So i think it crashes because 3 images are missing.
1. the fighter in mini (left in the ship selection)
2. the fighter in big (weapon selection)
3. the fighter data (upper-right of ship selection)
can i add them?

  
I've had no problems at all
BUT mainly I think cause I don't use turrents, I use standard fighter gunpoints... IE: Defiant, White Star...  If you're willing to sacrifice turrents, try simply arming all of those weapons as gunpoints using only fighter weapons. (don't let the comp shoot anything)... See if it makes a difference with that version...
Don't think of it as being outnumbered. Think of it as having a wide target selection !

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