Sign up Calendar Latest Topics
 
 
 


Reply
  Author   Comment  
LawsonThompson

Registered:
Posts: 564
Reply with quote  #1 
Is there a way to ensure the player ship Fighter bays are empty at the start of a scripted mission? I want to force the player to dock to fetch their fighters.

Note I'm using the mission editor, so maybe this is an unexposed flag?

__________________
----
Visit us at http://www.ltebridge.com
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,180
Reply with quote  #2 
That's a good question. I assume you are using a carrier, dreadnought, or Juggernaut?

I have never tried to do this. I think if you do not specify Player Carried Type then the spawning the player ship will populate it with a standard load of fighters/shuttles for its class.

If the above is correct then I offer one suggestion for your script:

  • Fill all the slots with named fighters/shuttles.
  • Inform the players that their shuttles are damaged or sabotaged. They may be unsafe. Launch at your own risk!
  • As those named fighters/shuttles are launched, have the script destroy them. You might have them spin wildly out of control for a few seconds first.
  • Populate one or more friendly bases with fighters/shuttles that the script won't destroy.
Good luck!

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
ryleyra

Registered:
Posts: 2,888
Reply with quote  #3 
I'm fairly certainly there's no way to specify that a fighter does not exist. If you enter invalid data, (say you try to specify an enemy ship) I'm pretty sure the game will crash, and even if it doesn't, it will just substitute a standard fighter.

I like Mike's idea, though. You will have to specify a type along with a name (so make them all TSN fighters) but once they spawn all you have to do is destroy them. The ones picked up at base can be given different names or just left as the default and they will be given random names.
LawsonThompson

Registered:
Posts: 564
Reply with quote  #4 
Hm, this presents some interesting ideas! Thanks!

Now, on the flip side: a follow-up, if I may... how do I add a fighter to a player carrier, except via docking with a station? I'd like to simulate "recovering" or repairing a fighter without a friendly station available. 

__________________
----
Visit us at http://www.ltebridge.com
Mike Substelny

Avatar / Picture

Administrator
Registered:
Posts: 2,180
Reply with quote  #5 
Quote:
Originally Posted by LawsonThompson
Hm, this presents some interesting ideas! Thanks!

Now, on the flip side: a follow-up, if I may... how do I add a fighter to a player carrier, except via docking with a station? I'd like to simulate "recovering" or repairing a fighter without a friendly station available. 


I remember Thom telling me that it is a very deep part of the code that once a capital ship is spawned there is nothing a mission script can do about the singleseats. You choices are to destroy the player capital ship and respawn it, or provide new fighters at a base. Note that you could create the base for just a few seconds, just long enough for Helm to click Request Dock. But the Request Dock step cannot be skipped. I do not expect this to change in the future so I am working with it as a constraint.

Reload fighters waiting in a queue at a base can be added on the fly.

__________________
"The Admiralty had demanded six ships; the economists offered four; and we finally compromised on eight."
- Winston Churchill
LawsonThompson

Registered:
Posts: 564
Reply with quote  #6 
Quote:
Originally Posted by ryleyra
I'm fairly certainly there's no way to specify that a fighter does not exist. If you enter invalid data, (say you try to specify an enemy ship) I'm pretty sure the game will crash, and even if it doesn't, it will just substitute a standard fighter.

I like Mike's idea, though. You will have to specify a type along with a name (so make them all TSN fighters) but once they spawn all you have to do is destroy them. The ones picked up at base can be given different names or just left as the default and they will be given random names.


100% confirmed. Tried specifying "empty" fighter bays and Artemis.exe would crash at launch... but only half the time. Will try Mike's idea instead!

__________________
----
Visit us at http://www.ltebridge.com
LawsonThompson

Registered:
Posts: 564
Reply with quote  #7 
FYI: was pretty easy to name the fighters to "Damaged Fighter 1/2" etc and have the script watch for them to appear--and summarily destroy them upon launch! 
__________________
----
Visit us at http://www.ltebridge.com
Previous Topic | Next Topic
Print
Reply

Quick Navigation:

Easily create a Forum Website with Website Toolbox.