Author Topic: Player Carriers Not Working  (Read 2017 times)

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Player Carriers Not Working


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?
I have created a masterpiece.

 

Offline Hades

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Re: Player Carriers Not Working
It happens. Currently player-controlled ships can't launch fighters even with a fighterbay, really is pretty annoying.
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 
Re: Player Carriers Not Working
What a shame, I was looking forward to flying like this.
I have created a masterpiece.

 

Offline Hades

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Re: Player Carriers Not Working
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.
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline NGTM-1R

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Re: Player Carriers Not Working
There is an EVE mod? How did I miss this? :P
"Load sabot. Target Zaku, direct front!"

A Feddie Story

 

Offline Commander Zane

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Re: Player Carriers Not Working
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

 

Offline MatthTheGeek

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Re: Player Carriers Not Working
You can't launch fighters from player ships. Been confirmed in BP Multi. Bug the coders about that if you want.

EDIT: Ninja'd
People are stupid, therefore anything popular is at best suspicious.

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bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
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MatthTheGeek: the way you just spelled it it means fat
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Offline Dragon

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Re: Player Carriers Not Working
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.

 

Offline Hades

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Re: Player Carriers Not Working
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.
[22:29] <sigtau> Hello, #hard-light?  I'm trying to tell a girl she looks really good for someone who doesn't exercise.  How do I word that non-offensively?
[22:29] <RangerKarl|AtWork> "you look like a big tasty muffin"
----
<batwota> wouldn’t that mean that it’s prepared to kiss your ass if you flank it :p
<batwota> wow
<batwota> KILL

 

Offline MatthTheGeek

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  • Frenchie McFrenchface
Re: Player Carriers Not Working
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.
People are stupid, therefore anything popular is at best suspicious.

Mod management tools     -     Wiki stuff!     -     Help us help you

666maslo666: Releasing a finished product is not a good thing! It is a modern fad.

SpardaSon21: it seems like you exist in a permanent state of half-joking misanthropy

Axem: when you put it like that, i sound like an insane person

bigchunk1: it's not retarded it's american!
bigchunk1: ...

batwota: steele's maneuvering for the coup de gras
MatthTheGeek: you mispelled grâce
Awaesaar: grace
batwota: oh right :P
Darius: ah!
Darius: yes, i like that
MatthTheGeek: the way you just spelled it it means fat
Awaesaar: +accent I forgot how to keyboard
MatthTheGeek: or grease
Darius: the killing fat!
Axem: jabba does the coup de gras
MatthTheGeek: XD
Axem: bring me solo and a cookie

 
Re: Player Carriers Not Working
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.
I have created a masterpiece.

 

Offline Lester

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Re: Player Carriers Not Working
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 ;)

 

Offline Droid803

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Re: Player Carriers Not Working
Once we get dynamic waypoints, paths should be trivial to fake.
(´・ω・`)
=============================================================

 

Offline Darius

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Re: Player Carriers Not Working
How about an invisible ship with fighterbays docked to the player ship?

  
Re: Player Carriers Not Working
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.
I have created a masterpiece.