Author Topic: A FRED code request.  (Read 5842 times)

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Offline Petrarch of the VBB

  • Koala-monkey
  • 211
Would it be pssible to edit the turrets on mulitple ships?

I mean, when you select multiple ships you can edit their primaries and secondaries in one go, but not the turrets. For instance, I might want a wing of satises to be Light Cruisers, so I had to go to each one in turn to change its weapons, and I'm too lazy.

 

Offline Fury

  • The Curmudgeon
  • 213
Also about weapons, would it be possible to have multiple capital ships of same class but different weaponry? Original FS2 only supports same weaponry for single capital ship class in a mission.

 

Offline Petrarch of the VBB

  • Koala-monkey
  • 211
What are you on about? You can change the weapons on ships!

 

Offline Fury

  • The Curmudgeon
  • 213
Quote
Originally posted by Petrarch of the VBB
What are you on about? You can change the weapons on ships!


Yes. Example:

You have two Cains in a mission. You edit second cain's weaponry, but when you launch the mission. Both cains have same weaponry. --> FS2 does not support different weaponry for same ship class in a mission.
« Last Edit: January 03, 2003, 01:31:28 pm by 173 »

 

Offline Petrarch of the VBB

  • Koala-monkey
  • 211
:wtf:

Never noticed that.

 

Offline Slasher

  • 29
I think what Mr. Fury is getting at is that whenever you edit the weapons on a turret in a ship in the game, that same customized weapon information is copied over to every ship of that class in that mission.

Since that wasn't very clear at all ( :D ), lemme give an example.  Say I want to give a GTCv Deimos an Ultra-AAA beam in place of it's port side AAAf.  Well, every Deimos in that mission will feature an Ultra-AAA beam on that same turret as well.

Like Mr. Fury said, it'd be nice if we could choose whether or not this happened.  Sometimes it's a convience, sometimes it's not.

Ah, I see it's been clarified already.  Nevermind, then. :)
« Last Edit: January 03, 2003, 01:33:07 pm by 313 »

 

Offline Petrarch of the VBB

  • Koala-monkey
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This is indeed odd. I'm sure I've had flak on opposite sides of ships...

 

Offline Fury

  • The Curmudgeon
  • 213
Thanks Slasher. :D
I have said it many times and I will say again, I suck in explaining things. ;)

 

Offline ZylonBane

  • The Infamous
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I know for a fact that I've had ships of the same type with different weapons ingame.
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Offline IceFire

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Quote
Originally posted by ZylonBane
I know for a fact that I've had ships of the same type with different weapons ingame.

Do produce some proof because I have never ever gotten that to work.....ever! :D
- IceFire
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Offline Fury

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  • 213
If FS2 can handle fighters and bombers of same class but different weaponry, I don't think it would be impossible to include similar support for capital ships.

Unless turrets have something to do with this...

 

Offline ZylonBane

  • The Infamous
  • 29
Are we talking capital ships only, or ALL ship types? My example involved a bunch of Elysiums.
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Offline DTP

  • ImPortant Coder
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    • http://www.c4-group.dk
Quote
Originally posted by Mr. Fury
If FS2 can handle fighters and bombers of same class but different weaponry, I don't think it would be impossible to include similar support for capital ships.

Unless turrets have something to do with this...


one way to test, if turrets has something to do with it, take the osiris bomber, and change their turrets.

same deal?, no, then it is not turrets. But i will look into it, when i find the time.
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Offline Petrarch of the VBB

  • Koala-monkey
  • 211
I tried it with a pair of fenrises this morning. I gave one all flak and the other all subachs, and both had all subachs!

 

Offline SKYNET-011

  • 28
  • O_o
Oh great, that really ruined the game for me. :mad:
Petrach and a few other escaped in a pod but were covered in watermelon juice....it was horrible :eek2: :shaking: -dan87uk

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Offline LAW ENFORCER

  • Turret Fiend
  • 210
    • http://www.armouredstar.com
oh yeah THAT bug! I hated that! Fix it please! What's skynet say?
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Offline SKYNET-011

  • 28
  • O_o
Seriously, that could really screw up a campaign.
Petrach and a few other escaped in a pod but were covered in watermelon juice....it was horrible :eek2: :shaking: -dan87uk

OMFGWTFAOLBBQBATMAN!!!!!11114111-MicroPsycho

 

Offline SKYNET-011

  • 28
  • O_o
Hey guys, I noticed something about turrets. In a mission, Fighters can have different weapons, yet capital ships can not. BUT if any bombers have turrets, the turrets can't have different weapons. I think the turrets are responsible for this.
Petrach and a few other escaped in a pod but were covered in watermelon juice....it was horrible :eek2: :shaking: -dan87uk

OMFGWTFAOLBBQBATMAN!!!!!11114111-MicroPsycho

 

Offline EdrickV

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This is just a 5 second guess on what may be at the root of this problem, but I think it is probably happening for turrets on ships because the turret data for all ships of a particular type is stored in (or set from) the entry in the Ship_info structure, and that structure has 1 entry for every type of ship. That means there's only one Fenris entry, one Orion entry, etc. I haven't actually seen this bug in practice, at least that I can remember. I think it would be a hard thing to fix without some major internal changes in multiple functions. A workaround: If you really want 2 ships of the same type with different turret weapons, make a seperate table entry for each one. (If you had the Bastion Orion and a regular Orion in the same mission, the Basion ought to be able to have different weapons then the regular Orion. Again, this is untested but ought to work. You can, IIRC, change what "class" name appears in game via the ship editor's Alt Name box.)
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Offline Goober5000

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Ship_info has one entry for every type of ship, yes, but it also has one entry for every instance of a ship.  If this is indeed the root of the problem, the very easy fix would be to change the lookup function from a class lookup to a ship instance lookup.